Because practice makes perfect, and irrespective of the lack of difficulty, Expert is a better place to enforce good play habits than 24 man simply because it's far harder to go under the radar and get mindlessly carried. My 165 DPS BLM from earlier in the thread was reasonably well equipped with several Rabanastre drops. They got the loot, so they must be doing just fine no? People get better with practice, but where are they supposed to practice as is? ARR used the tome dungeons for this and from my experience, it worked well.
The rush isn't a one shot (It's the dot tick that kills, that's a 50/50 roll of the dice), red orbs most certainly aren't a one shot, it takes 2 to kill you. Hammer drops? You know you get 14 seconds to move away from those right (Not to mention, the damage falls away rapidly, by this logic you might as well call falling boulder a one shot as well)? Dust Orb also isn't a one shot, it's what, 24k before shields? You get a point for Tower falls tho, the other is Rock Cutter as a non tank just incase you weren't aware.
How is Yojimbo hamstrung by the number of players and mechanics in a way that the final boss of Bardams isn't? We are talking about the same thing here right? The Yol, aka the bird boss at the very end with the dives and cyclone wings mechanic at the last few percent?
Sneaky game design tip for you: you can make existing mechanics and make them harder via more than just upping the damage. Upping the tempo, layering the mechanics together and making things more punishing are all methods that SE have used in the past. By piling pressure on players, you can make even relatively simple mechanics highly challenging (A3S is an excellent demonstration of this), but this is missing the point of my comment. Even I don't want Expert to be something like A3S lol =(
Again, you're missing the point here tho, it doesn't need to be harder as such, it just needs to A) Be less forgiving and B) More relevant to the content that follows, I want to have to actually watch the screen when I play. Your comment that adjusting a boss to make it more relevant and challenging is more than just tweaking a few values, but then I'm of the view that this is something better addressed going forward anyways. The damage with current content is done. Wasting time and resources to rejig what we have now would be pointless IMHO. Rather SE need to take a long hard look at where they've gone wrong and adjust accordingly. A significant part of the problem is that a good portion of the player base massively overgears the expert roulette dungeons which makes for a highly polarised view of them. Enter them with the min Ilvl and it's quite a different experience. This is a facet of the problem that needs to be addressed. Captain Sloppy in Baelsar's Wall was one example where they got it right. He didn't just roll over with enough gear, you still had to respect the mechanics.
Hiya, please appreciate that that comment was in reply to someone stating:
I'm not trying to state that it's the best way to adjust things so there's no need to lecture me on it =PThe 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.
Rather that there are multiple ways to make a mechanic or encounter hard beyond 'does it one shot me'.
Case in point, look at Thordan EX, outside of the post transition spear, it's not a fight that throws one shots at you, rather it overwhelms you, forces mistakes and things tend to snowball hard from there.



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