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  1. #741
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    Ul'dah
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    Quote Originally Posted by Sigma-Astra View Post
    Well, my country (USA) still uses the Imperial system while every other country in the world uses the Metric so...I've been taught 1 was a prime number since forever. Then, Construct 7 opens up my eyes and makes me realize that everyone else was taught something different, lol.
    You think that's bad, the schools in my city have stopped teaching cursive because too many students were failing to graduate because they couldn't do it. They started replacing all school clocks because a combination of stupid teachers with dumb students rendering the students unable to tell time on an analog clock. I can't even say it's a US problem - it's a 'my-city-enables-ignorance' problem.
    (8)

  2. #742
    Player
    Nixxe's Avatar
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    Mar 2015
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    Ul'dah
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    1,470
    Character
    Nixx Delumi
    World
    Sargatanas
    Main Class
    White Mage Lv 80
    Quote Originally Posted by SargentToughie View Post
    Yes, let's remove enrage timers!

    Finally, my static of 2 Paladins and 6 random healers will have it's time to shine!
    Even without hard enrages, fights can still easily be designed to spiral out of control if damage requirements aren't met, such as by having adds pile up and becoming unmanageable or making it difficult, if not impossible, to heal a boss who repeatedly self buffs if it isn't pushed into a different phase or killed before the stacks get too high.
    (0)

  3. #743
    Player
    Bourne_Endeavor's Avatar
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    Sep 2015
    Location
    Ul'Dah
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    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Nixxe View Post
    Even without hard enrages, fights can still easily be designed to spiral out of control if damage requirements aren't met, such as by having adds pile up and becoming unmanageable or making it difficult, if not impossible, to heal a boss who repeatedly self buffs if it isn't pushed into a different phase or killed before the stacks get too high.
    That's classified as a soft enrage, wherein the boss won't kill you outright but become increasingly difficult to manage until you're ultimately overwhelmed. People aren't against that as an alternative because you're still punishing mistakes. Frankly, I prefer soft enrages and mechanic skips. One of the highlights in Creator is you were rewarded for high DPS. Omitting enrages entirely would be simply allowing you to wail on the boss until you won, much like 24-mans or single player RPGs.
    (9)

  4. #744
    Player
    SargentToughie's Avatar
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    May 2014
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    314
    Character
    Lana Arunika
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Nixxe View Post
    Even without hard enrages, fights can still easily be designed to spiral out of control if damage requirements aren't met, such as by having adds pile up and becoming unmanageable or making it difficult, if not impossible, to heal a boss who repeatedly self buffs if it isn't pushed into a different phase or killed before the stacks get too high.
    I have a genuinely hard time believing that the same people complaining about Hard Enrages being such awful game design right now would be so much more accepting of soft enrages if they became more prolific. The difficulty of the fight would remain the same, and the objective of "if you don't have enough DPS you don't clear" would be met. Instead, the complaints would just turn more pointed towards the oppressiveness of the mechanics themselves, or how helpless they can feel if they're not accomplished.

    The enrage timers of the current tier are already pretty generous anyway.
    (2)
    #notallraiders

  5. #745
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    Quote Originally Posted by Bourne_Endeavor View Post
    That's classified as a soft enrage, wherein the boss won't kill you outright but become increasingly difficult to manage until you're ultimately overwhelmed. People aren't against that as an alternative because you're still punishing mistakes. Frankly, I prefer soft enrages and mechanic skips. One of the highlights in Creator is you were rewarded for high DPS. Omitting enrages entirely would be simply allowing you to wail on the boss until you won, much like 24-mans or single player RPGs.
    Wasn't Brute Justice Savage like that at the end, intentionally? One of my biggest regrets was not joining FFXIV two years earlier - that pure end when it was 'either you die or we die' actually made me want to do Savage. Matter of fact, most recently, didn't Ultima itself have that where he gets a buff or an increase to its own limit gauge with every player death?
    (4)

  6. #746
    Player
    Bourne_Endeavor's Avatar
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    Sep 2015
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    Ul'Dah
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    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by KaivaC View Post
    Wasn't Brute Justice Savage like that at the end, intentionally? One of my biggest regrets was not joining FFXIV two years earlier - that pure end when it was 'either you die or we die' actually made me want to do Savage. Matter of fact, most recently, didn't Ultima itself have that where he gets a buff or an increase to its own limit gauge with every player death?
    Yep. J-Wave worked where it hit harder every five seconds, making it impossible to heal through eventually either due to the damage being too high or MP simply running out. As for Ultima, you more or less summed it up. Every death adds four points to his gauge, which he charges up to 100 following the Primal Enrage phase. If it gets too high, you simply won't be able to kill him before he kills you. Personally, I adore soft enrages because it gives you a sense of control. You may loss people to those extra J-Waves but it's still a potential clear.

    Regardless, I'm with SargentToughie. People complaining about hard enrages in this thread wouldn't like the aforementioned any better. The end result would still be a wipe.
    (8)

  7. #747
    Player
    Vstarstruck's Avatar
    Join Date
    Dec 2017
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    1,128
    Character
    Beastmistress Milk
    World
    Balmung
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by Sigma-Astra View Post
    Well, my country (USA) still uses the Imperial system while every other country in the world uses the Metric so...I've been taught 1 was a prime number since forever. Then, Construct 7 opens up my eyes and makes me realize that everyone else was taught something different, lol.
    That is because the teachers did not know any better. I do not know how my friend learned it, must been outside the school though and corrected the teacher.

    Quote Originally Posted by Bourne_Endeavor View Post
    Yep. J-Wave worked where it hit harder every five seconds, making it impossible to heal through eventually either due to the damage being too high or MP simply running out. As for Ultima, you more or less summed it up. Every death adds four points to his gauge, which he charges up to 100 following the Primal Enrage phase. If it gets too high, you simply won't be able to kill him before he kills you. Personally, I adore soft enrages because it gives you a sense of control. You may loss people to those extra J-Waves but it's still a potential clear.

    Regardless, I'm with SargentToughie. People complaining about hard enrages in this thread wouldn't like the aforementioned any better. The end result would still be a wipe.
    sigh, I doono if i am being lumped with "People complaining about hard enrages in this thread wouldn't like the aforementioned any better" because if it is, my point is being missed. The game does not do well as far as teaching people how to play. Since it does not do this, people with lesser skilled all of a sudden get a shock when told "they play bad" (well not blunt like that but this includes all the soft tips and getting replies of " you don't pay for my sub") If the game is not going to allow public parses, some kind of level 70 tutorials for people that they have to clear before touching expert or something, then enrages outside of CURRENT savage/ EX should not be a thing. The 2 concepts (accepting low skill DPS + enrages) are conflicting with each other, that is basic bad design.

    You can't tell your playerbase "high skilled people are to carry low skilled" then have casual content fail because the DPS too low when those lower skilled players cannot be carried. it makes no sense, so we have to abandon duty over kicking 1 person because "parsers are bad?" even without parsers, people are likely hesitant at times to kick the low dps because they fear GM's protocol on "DPS/numbers harassment"

    Basically I am not complaining about having enrages. I really do not care if it is soft or hard. What I care about and dislike is having enrages + babying the playerbase telling them sub 2k DPS is acceptable at level 70, then turn around have wipes in 8 man or 24 man from unable to clear it because people have 2k DPS? >.> see the problem here?
    (1)
    Last edited by Vstarstruck; 07-29-2018 at 11:55 AM.

  8. #748
    Player
    SargentToughie's Avatar
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    May 2014
    Posts
    314
    Character
    Lana Arunika
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Vstarstruck View Post
    Basically I am not complaining about having enrages. I really do not care if it is soft or hard. What I care about and dislike is having enrages + babying the playerbase telling them sub 2k DPS is acceptable at level 70, then turn around have wipes in 8 man or 24 man from unable to clear it because people have 2k DPS? >.> see the problem here?
    I do see a problem with that. Nearly every single raider you see commenting in this thread does. It's the whole reason this is even an issue in the first place.

    People doing low DPS because they were never instructed on how to perform their jobs adequately is a huge problem. One that would be fixed by, as many people in this thread have advocated for in the past, putting in an in-game parser that would allow people to measure their damage, and take meaningful steps towards improving it.

    SE needs to take more proactive steps towards elevating the base level of the playerbase, nobody's arguing against that.
    (7)
    #notallraiders

  9. #749
    Player
    Daeriion_Aeradiir's Avatar
    Join Date
    Jul 2014
    Posts
    601
    Character
    Daeriion Aeradiir
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    You may loss people to those extra J-Waves but it's still a potential clear.
    I actually dislike soft enrages over hard enrages, but it's partially due to the fact of how they're designed.

    For soft enrages, the dps and tanks basically do nothing besides supply extra mitigation to the group through feint/addle/veil/shake/etc. J-Wave, Neo's punches, Kefka's Ultima spam, Soft enrages basically come down purely to healing. It's time the developers could have spent putting an actual, interesting mechanic into the fight to occupy that time instead of standing there for a minute doing nothing besides burn. Like, Neo is massively boring on the final minute purely because you do nothing unless you're a healer. If they had thrown in some emptiness to dodge or constant outer/inner lasers to dodge during the punches then it wouldn't have been so bad.

    Ultima is one of the biggest offenders, as they're not even anything to heal. The last phase literally comes down to making sure your healers aren't asleep and then a full burn. Compared to Golden where the whole party had to be on point mitigation, healing, dps and awareness wise, Ultima's final phase was severely lacking.

    Plus, 9/10 times the soft enrage is followed by a hard enrage if you survive it, so it just leaves me wanting that burn phase removed, boss HP adjusted and just put an actual mechanic there that's interesting to the whole group. But that's my 2 cents. If they design soft enrages that challenge the whole party then I might be more interested in them over hard enrages, but their current soft enrage philosophy is just pure boring.
    (0)
    Last edited by Daeriion_Aeradiir; 07-29-2018 at 12:41 PM.

  10. #750
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by SargentToughie View Post
    People doing low DPS because they were never instructed on how to perform their jobs adequately is a huge problem. One that would be fixed by, as many people in this thread have advocated for in the past, putting in an in-game parser that would allow people to measure their damage, and take meaningful steps towards improving it.
    If they do that, you're going to get a bunch of people quit right away. Not because they are bad, but because they don't want to play the game like raiders play the game. The way the game is now the only issue with dps is in savage, and to be blunt it ought to stay that way, because the risk of the game become as un fun as savage (and yes, people surprisingly dont find it fun, its why very few people do or complete it)

    If you have a legal parser, you're asking for min-max style raiding to filter down, and the next thing they'll ask for is much harder casual content to force people to actually use the parsers and look up and practice the rotations. That's not going to be a fun game for a lot of people. I watched people struggle with royal menagerie and tusukyomi hard...if the game gets any harder in casual content, you'll start to see people unable to complete it, same as easy ex content.

    Honestly, the game is fine casually. If you want a parser in savage and only savage, with the proviso theres a high dps check to be done solo to even get in it, ok. But the game as is, is fine for most people.
    (0)
    Last edited by RiyahArp; 07-29-2018 at 01:13 PM.

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