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  1. #131
    Player
    RaijinSupreme's Avatar
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    634
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    Dynamo Malevolti
    World
    Sargatanas
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    Dragoon Lv 80
    play what you want, and disregard the rest. No one is forced to play this content. If you feel this game doesn’t have enough for you to play outside of the hard content in the game, then find another game.


    Why waste your time arguing on here?
    (1)

  2. #132
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    Quote Originally Posted by RaijinSupreme View Post
    play what you want, and disregard the rest. No one is forced to play this content. If you feel this game doesn’t have enough for you to play outside of the hard content in the game, then find another game.


    Why waste your time arguing on here?
    I am honestly tired of that comment. 'Find another game'. What good is that comment? A comment like this literally misses the point of this thread and completely disregards the ongoing discussion that we've been having here.
    (11)

  3. #133
    Player RiyahArp's Avatar
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    Oct 2017
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    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    I like the story, and I like some people in game. I like crafting and gathering on occasion, and I like being able to do various things without pressure as well as without serious group investment or reliance on pop timers.I like not beign forced to constantly farm gil for basic tasks. I liked diadem because emergency missions were fun, and it led to communal gathering as well as people actually interacting in an open world zone.

    My anger is mostly because of three things.

    -bad endgame content focusing on one hit kills and repeating single boss fights over and over.
    -how stupid the community is about wanting stuff harder and harder despite how much that failed in HW.
    -SE not changing the formula in one bit from HW in terms of endgame content.

    The middle one annoys me the most because people who want it tend to be the least affected by it, and are wanting to control how other people play over wanting it for themselves. And its dumb because its not a case of "we're so bad we fail casual content and make it a pain," but because "i want people to be better at farm parties." I do trial orulette a lot, and i see how players react to shinryu hard's spike in difficulty. it isn't pretty, and even when overgeared for it they struggle. But the community thinks its so easy and they probably never even think what hard content means.
    (2)
    Last edited by RiyahArp; 01-24-2018 at 06:24 PM.

  4. #134
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    Quote Originally Posted by RiyahArp View Post
    I like the story, and I like some people in game. I like crafting and gathering on occasion, and I like being able to do various things without pressure as well as without serious group investment or reliance on pop timers.I like not beign forced to constantly farm gil for basic tasks. I liked diadem because emergency missions were fun, and it led to communal gathering as well as people actually interacting in an open world zone.

    My anger is mostly because of three things.

    -bad endgame content focusing on one hit kills and repeating single boss fights over and over.
    -how stupid the community is about wanting stuff harder and harder despite how much that failed in HW.
    Example, outside of Gordias. Because eventually, that was fixed by the devs. The thing is, myself, Sebazy, and others have all given prime examples of what we would like to see. But for whatever reason, you are not acknowledging our points. It's like you are stubbornly holding onto this notion that we have been suggesting that the difficulty needs to be immediately tuned way up, when we have merely been saying gradually increase the difficulty. I myself have said multiple times, increase difficulty, not with harder hitting mobs or more mobs, but with introduction of mechanics normally seen in savage fights. That does not mean, say in Fractal Continuum Hard Mode, the mobs need to drop our HP to 1 with Charbydis.
    (4)
    Last edited by KaivaC; 01-24-2018 at 06:16 PM.

  5. #135
    Player RiyahArp's Avatar
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    Riyah Arpeggio
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    Exodus
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    Scholar Lv 90
    The normal mode boss uses charybidis too yeesh. The difference is the follow up attack does 6k damage instead of 14k. They already use a lot of mechanics in general, you guys dont seem to get the big difference is that they one shot you and that they have an enrage. thats it. Literally thats it, virtually every normal mode fight uses a lot of mechanics, but they don't kill you so people complain, except for a few add phases. Some even do kill you; midas normal height correction does that for example. They can't add much more; without turning it into intro ex level content.

    No one seems to get this. The only way you can make a mechanic hard is if failing it kills you, or if it will kill the whole party unless quick action is done. So when people talk about increasing difficulty, they tend to just be abstract about it. Especially when they say the one content that actually does this, shin hard, is still very easy.

    if you want to seriously think about this, take one dungeon boss 60 and up, and tell me how you will make it harder. Like take the mol at the end of bardem's mettle. How will you make him gradually harder?
    (1)
    Last edited by RiyahArp; 01-24-2018 at 06:53 PM.

  6. #136
    Player
    Reinha's Avatar
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    Finland
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    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by KaivaC View Post
    I myself have said multiple times, increase difficulty, not with harder hitting mobs or more mobs, but with introduction of mechanics normally seen in savage fights. That does not mean, say in Fractal Continuum Hard Mode, the mobs need to drop our HP to 1 with Charbydis.
    But aren't a lot of savage mechanics already seen in casual content? That's what the normal mode raid is: an easy version displaying some mechanics which are present on the savage version. And some mechanics not shown in the normal mode fight carry over from previous expansions or tiers.

    For example: Charybdis is displayed in O1, so players should know that mechanic when stepping into O1S and O4S. Earth Shakers is an old mechanic which is recycled for Shinryu normal and extreme, then reused once again in O4S. Shared tank buster is a mechanic used in O1, O1S, O4S, Shinryu normal and Shinryu ex. The dice mechanic is shown during the Ozma fight (iirc), then Susex, then O4S.

    There is plenty of repetition of mechanics already and I for one don't want savage and extremes to be just a mixture of mechanics I've already seen. There has to also be new things in there to challenge players and keep things interesting.
    (0)
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  7. #137
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    Quote Originally Posted by RiyahArp View Post
    The normal mode boss uses charybidis too yeesh. The difference is the follow up attack does 6k damage instead of 14k. They already use a lot of mechanics in general, you guys dont seem to get the big difference is that they one shot you and that they have an enrage. thats it. Literally thats it, virtually every normal mode fight uses a lot of mechanics, but they don't kill you so people complain, except for a few add phases. Some even do kill you; midas normal height correction does that for example. They can't add much more; without turning it into intro ex level content.

    No one seems to get this. The only way you can make a mechanic hard is if failing it kills you, or if it will kill the whole party unless quick action is done. So when people talk about increasing difficulty, they tend to just be abstract about it. Especially when they say the one content that actually does this, shin hard, is still very easy.

    if you want to seriously think about this, take one dungeon boss 60 and up, and tell me how you will make it harder. Like take the mol at the end of bardem's mettle. How will you make him gradually harder?
    For the most part, I feel that the dungeon bosses are fine. I don't have any particular issues with most dungeon bosses as I feel they are in a fairly good spot. But, the issue is with the dungeons and the mobs themselves - the latter part which I have personally touched on repeatedly. Tone down the number of mobs and start giving them unique mechanics. Like I said before, after level 50, dungeons start turning into grab mobs and AOE them down. There's no challenge in that aside from big heals and mitigation. That does a terrible job at preparing players for high-end content, if they so choose to go for those fights.

    If you look for it, you can find few savage mechanics found in dungeons...certainly not enough to prepare players for endgame because, again, an overwhelming amount of dungeons amount of tank grabbing mobs and everybody AOE them down.

    Take a look at Pharos Sirius and the Aurum Vale. Those dungeons punished you for trying to faceroll them in the DF. They didn't one-shot you, although the possibility of that happening was high depending on what the party was doing wrong. This is ideally what Hard Mode should feel like. You know...actually hard. If they aren't tied into the MSQ, they should start to feel hard.

    I dunno how many different variations I can give about how dungeons could prepare players, only for you to turn around and say the same thing again. Stop taking things to the extremes - you don't have to one-shot players in dungeons just to tune up the difficulty. The devs just need to stop being complacent and throwing in mobs related to the dungeon and giving players the script of 'Pull, AOE, Pull, AOE'. Why is there not a middle ground with you? That's what I really want to know. Why is it 'it's either this or that' with you?

    Quote Originally Posted by Reinha View Post
    But aren't a lot of savage mechanics already seen in casual content? That's what the normal mode raid is: an easy version displaying some mechanics which are present on the savage version. And some mechanics not shown in the normal mode fight carry over from previous expansions or tiers.

    For example: Charybdis is displayed in O1, so players should know that mechanic when stepping into O1S and O4S. Earth Shakers is an old mechanic which is recycled for Shinryu normal and extreme, then reused once again in O4S. Shared tank buster is a mechanic used in O1, O1S, O4S, Shinryu normal and Shinryu ex. The dice mechanic is shown during the Ozma fight (iirc), then Susex, then O4S.

    There is plenty of repetition of mechanics already and I for one don't want savage and extremes to be just a mixture of mechanics I've already seen. There has to also be new things in there to challenge players and keep things interesting.
    Charbydis varies wildly depending on what boss is casting it. For example, a Behemoth Charbydis is just a large tornado. So no...they tend to not be the same thing. In some forms, there are watered down Savage mechanics, but nothing to really remember as these mechanics tend to pop up in a different expansion. Akh Morn for example. How you handle that mechanic with Niddhog is fairly different from how you handle it with Shinryu.

    I do agree about seeing new mechanics and not rehashed versions of them. I thought O2S and O3S did well to shake up the formula, especially O3S...I don't recall fighting a boss that made you perform the way she did. Also, I wouldn't suggest that mobs get the SB version of Charbydis...with auto-attacks, it could kill a run very quickly.
    (2)

  8. #138
    Player RiyahArp's Avatar
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    Riyah Arpeggio
    World
    Exodus
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    Scholar Lv 90
    Quote Originally Posted by KaivaC View Post
    Why is there not a middle ground with you? That's what I really want to know. Why is it 'it's either this or that' with you?
    Because you can't make people better at a boss endgame by reducing the number of trash and making you burn one down at a time to prevent them exploding or paralyzing you. The difficulty in savage is mostly due to a handful of things that can't be introduced gradually; its too binary for the most part because if you can survive an attack you can be topped to full in seconds, and even if you don't, you can be insta raised with only a stat penalty. There's very little middle ground in this game that can be translated into casual play to make people better beyond what they have.

    If you want to be good at savage, you need to do mechanics perfectly while maintaining high DPS. There's no gradual way to do this, you study the encounter and repeat it over and over till its second nature, because each failure is a death and increases the chance of needing to start over. The only way to make people better at this in lower level content is to replicate it. If you make the attacks survivable, it doesn't teach you how to do savage, because the whole point of it is that the attacks now one shot you if you screw up and the fight is tuned to prevent you from doing this too much.
    (2)

  9. #139
    Player
    Reinha's Avatar
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    Reinha Sorrowmoon
    World
    Odin
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    Reaper Lv 100
    Quote Originally Posted by KaivaC View Post
    Charbydis varies wildly depending on what boss is casting it. For example, a Behemoth Charbydis is just a large tornado. So no...they tend to not be the same thing. In some forms, there are watered down Savage mechanics, but nothing to really remember as these mechanics tend to pop up in a different expansion. Akh Morn for example. How you handle that mechanic with Niddhog is fairly different from how you handle it with Shinryu.

    I do agree about seeing new mechanics and not rehashed versions of them. I thought O2S and O3S did well to shake up the formula, especially O3S...I don't recall fighting a boss that made you perform the way she did. Also, I wouldn't suggest that mobs get the SB version of Charbydis...with auto-attacks, it could kill a run very quickly.
    There is variation between expansions but the Charybdis in O1 is the same as in O1S. Akh Morn in Shinryu normal is the same as in the extreme mode (although less damaging). We already get to see some mechanics in normal modes of the same bosses and even get visual ground indicators to learn to dodge better (Clamp, Earth Shakers, Icicles). If we assume the normal modes aren't enough to train players for savage/extreme, I don't see how dungeon trash is going to do it any better. The idea of harder trash is appealing to me after doing high PotD floors but it's not the same as fighting a boss and it will never train people for boss fights as well as the normal versions of those bosses.
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  10. #140
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    Bourne_Endeavor's Avatar
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    Ul'Dah
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    Cassandra Solidor
    World
    Cactuar
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    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    if you want to seriously think about this, take one dungeon boss 60 and up, and tell me how you will make it harder. Like take the mol at the end of bardem's mettle. How will you make him gradually harder?
    Palace of the Dead

    Floors 120+ disapprove your entire stance. Only a few mechanics one-shot yet most, if not all, can be interrupted in some manner or another. Wait, crowd control abilities being useful? Whoever would have thought!

    What higher floors of PotD does reinforce is tanks requiring proper cooldown usage, healers to actually heal and for DPS to focus on specific targets lest they trigger a high damaging AoE. Compare that to Kugane Castle, where the boss mechanics are so minuscule, you can literally ignore everything. Yojimbo doesn't even do 50% of your HP if you ignore the coins he tosses around. Try that back when Stone Vigil normal was relevant and you'd likely have wiped the party. Why do tanks have to pull 10+ mobs to actually feel like tanks? If I go into Bardem's Mettle and do single pulls, the healer may as well have a red icon because they'll never cast a single heal. I've tested just how pitiful dungeons are. A while back, I played "ignore the tank" in Great Gubal. I didn't cast a single heal—not even Regen—until the mega pull. Had I not been DPSing, I would have been completely useless.

    Shinryu Normal is perfectly fine. The issue is nothing scales from it. Every boss, Hashmal included, are easier from Rabanastre. Susano/Lakshmi EX are debatably harder and all of Omega normal rolls over. Has it ever occurred to you the reason people struggled with Shinryu and its EX counterpart is because nothing prepared people for the sudden spike? Many of us claim the former isn't difficult because he really isn't. He just demands you actually pay attention to mechanics, which is how all content outside maybe side story stuff, should be. If the majority of content allows people to ignore mechanics, they'll continue to do so until the game presents a sudden wall where everything they have done prior stops working. You want an example of scaling difficulty?

    Ravana - > Sophia -> Nidhogg - > Sephirot - > Thordan

    Done in that order you begin with a reasonable yet not overly challenging entry Primal, move onto one that prioritizes mechanical awareness to one that deals high damage into one combining the prior two and finishing off with a bit of everything. Despite being easier, Ravana still demands you respect his mechanics until you start to outgear him. Sophia may not be a big step above him, but she reinforces the need to pay attention. That is how you scale difficulty. It doesn't always come in a direct buff to outgoing damage. Now compare Susano and Lakshmi to Shinryu. The gap between them is enormous.

    I also find it odd you seem to have all the answers while we simply "don't get it." Where are your Savage clears? How do you know so much about the differences yet have no experience to back up such an opinion?
    (10)
    Last edited by Bourne_Endeavor; 01-24-2018 at 08:13 PM.

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