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  1. #141
    Player
    Emstidor's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    346
    Character
    Emstidor Diabolos
    World
    Excalibur
    Main Class
    Monk Lv 71
    Quote Originally Posted by Fynlar View Post
    My experience with trying to "dodge" things in this fight is that many of them hit such a wide area that you can't even get out of range in time, which kinda goes back to the whole "useless AoE markers" thing that became really common in instances like Dun Scaith. Why bother even showing them if they don't give sufficient reaction time?
    There's literally no aoe attack in this fight that isn't avoidable with purely reactionary dodging. You probably didn't see the safe spot closest to you and tried to run to one that was farther away.
    (1)

  2. #142
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Fynlar View Post
    My experience with trying to "dodge" things in this fight is that many of them hit such a wide area that you can't even get out of range in time, which kinda goes back to the whole "useless AoE markers" thing that became really common in instances like Dun Scaith. Why bother even showing them if they don't give sufficient reaction time?
    You're supposed to use sprint when he charges across the arena. That's the only wide attack in that fight. Everything else can be dodged with little movement.
    (1)

  3. #143
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Fynlar View Post
    Did I say that?

    The fight isn't hard, but it does give all players a stepping stone towards extreme primals, making the content feel more accessible and less daunting, generating a gradual difficulty curve.

    This is what I was responding to, and I'm saying that if this fight was intended as a "stepping stone" to extreme/savage content, then I'm against it being part of the main story. The MSQ should be for everyone; extreme/savage stuff is for a minority.
    I'm not insinuating that extreme/savage content is for everyone, I am insinuating that this game had a really big problem of making those pieces of content feel accessible. When you have faceroll content like dungeons and regular NM primals as your base intro content, the spike in difficulty is offputting for a lot of players. What this piece of content does is demonstrate to players what a real fight looks like, it isn't difficult and it isn't extreme/savage level, but it requires you to be able to push buttons and not AFK, something which should be expected of all players.

    Oh, and your comment about the divide in players, obviously the divide will always exist but the devs are trying to bring down how wide the gap is, and to find ways to bridge the gap and provide more accessibility to players.
    (4)

  4. #144
    Player
    Yahallo's Avatar
    Join Date
    Nov 2015
    Posts
    343
    Character
    Mana Kurogane
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Lambdafish View Post
    I'm not insinuating that extreme/savage content is for everyone, I am insinuating that this game had a really big problem of making those pieces of content feel accessible. When you have faceroll content like dungeons and regular NM primals as your base intro content, the spike in difficulty is offputting for a lot of players. What this piece of content does is demonstrate to players what a real fight looks like, it isn't difficult and it isn't extreme/savage level, but it requires you to be able to push buttons and not AFK, something which should be expected of all players.

    Oh, and your comment about the divide in players, obviously the divide will always exist but the devs are trying to bring down how wide the gap is, and to find ways to bridge the gap and provide more accessibility to players.
    This so much. Aside from being overtuned A3S had an issue with an intense difficulty spike from A1S and A2S, which caused a lot of problems for people. Having the final boss fight as a stepping stone and putting the difficulty so that, while it is not on par with an Extreme Trial, it is a bit elevated from the usual face roll content. The only thing I feel like they could have done better was maybe make the leading dungeons a tad more difficult as it felt like The Royal Menagerie had its own difficulty spike so there would be a bit more of a gradual transition from them to it.
    (2)

  5. #145
    Player
    Driavna's Avatar
    Join Date
    Sep 2013
    Posts
    1,459
    Character
    Elara Almasombria
    World
    Sagittarius
    Main Class
    Dark Knight Lv 90
    I cleared it today and was a very good fight, very flashy and confusing at first buts that's part of the fun. My only "complaint" is the wide range push back, even with sprint it feels that the timer is too tight if for whatever reason (a mechanics that made you move away from the group, like the chains or markers) you are not in the middle of the platform. This fight will nerf itself with gear and DD's doing a better job.

    I hope this will be the base difficulty for 24m and normal mode OMEGA.
    (0)
    Last edited by Driavna; 06-28-2017 at 04:46 PM.

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