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  1. #11
    Player
    Rollout's Avatar
    Join Date
    Feb 2017
    Location
    Ul'Dah
    Posts
    189
    Character
    Roxanne Steele
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    Quote Originally Posted by Neoyoshi View Post
    Why....? Just, why?

    Why? Because what do they offer? The Byakko and Suzaku one are the most egregious, because you're not doing anything entertaining the entire time, just moving your character a little bit to avoid damage or be pointing in the right direction.
    Tsukuyomi is also a bad one, because it's not even any different from normal mode. I wouldn't mind it if they made something different for her transition, but it's literally the same as normal mode.
    (2)

  2. #12
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by LittleImp View Post
    Agree. Most of these transition phases have no execution and don't positively affect kill times outside of just wasting players time. They're cool the first time you see them in normal mode, but have no place in high-end versions of fights unless they plan to work them into something significantly challenging or rewarding.


    inb4 the thread gets bombed by a bunch of people that don't even raid or do exes giving their opinion on content they don't participate in.
    Ive done both and dont care about the intermission. Its just a part of the fight and I dont see it as a waste of time. Theyre fine to me.
    (2)

  3. #13
    Player
    Vidu's Avatar
    Join Date
    Jan 2014
    Posts
    3,993
    Character
    Vidu Moriquendi
    World
    Odin
    Main Class
    Bard Lv 90
    Quote Originally Posted by Rollout View Post
    Why? Because what do they offer? The Byakko and Suzaku one are the most egregious, because you're not doing anything entertaining the entire time, just moving your character a little bit to avoid damage or be pointing in the right direction.
    Tsukuyomi is also a bad one, because it's not even any different from normal mode. I wouldn't mind it if they made something different for her transition, but it's literally the same as normal mode.
    Arent Byakko and Suzaku basically "mini-versions" of popular game-genres, so something people find entertaining enough to play whole games revolving around that one basic mechanic...?

    And for Tsukuyomi: I'm glad they kept it, because the adds have such a strong connection to her whole story. And while I get your reasoning of keeping the story-parts in the story-mode I dont really like the idea of a fight thats basically screaming "I'm just here to be farmed!!", which this would be in my opinion.

    I'd rather have intermissions than them streamlining fights for "farmability" and potentially losing downtime (to drink, sort yourself, adjust positions etc.) aswell as a fight-design that feels... "round".
    (5)
    Last edited by Vidu; 05-22-2019 at 01:07 AM.

  4. #14
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    you only really technically need to do the fight once. it's up to you and on you if you want to farm it for weapons/mount/etc. that's the trade off you make for your time.
    (4)

  5. #15
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Vidu View Post
    ...can I say that I kinda like them, even after a couple (or way to many...) runs?

    They can get slightly annoying, yes, but to me they always served several purposes (besides being awesome to look at, specially the first time):
    - TP/MP regeneration
    - providing a certain "structure" to the fight
    - time to take a sip of water (or something similar - open a bag of crisps, that sort of stuff)

    ...and I like what they did with the phases in SB - aka introducing little things that mix the fight up a bit.
    While I can totally see the downsides, I still dont mind or even like those phases and dont want to see them gone, not even in an attempt to streamline fights that are gonna be farmed. And I'm saying this after I had to run both Lakshmi and Tsuyu the 99 times to just buy the mount...
    This is my liking for the intermissions as well. They allow your team to 'catch up' in a way, get rid of weakness, get back to full power, etc etc.
    (2)

  6. #16
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    I have a feeling that the people complaining about the theatrical phases are also the same people doing it fifty times in a single week. Perhaps taking a break and pacing yourselves is in order instead of having the phases removed entirely from future fights?
    (5)

  7. #17
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 100
    For things like Byakko’s and Suzaku’s intermissions, I’d much rather them keep the mini-game in the normal modes, but remove it from EX—just like what they did for Halicarnassus and Omega for their Savage counterparts. As much as I liked the sand maze in o3n, I would have grown really tired of it during prog and weeklies if it had been in o3s.
    (3)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  8. #18
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    These phases of nothing are just here for two things:
    - Show off cool visual effects
    - Give players a little resting period before arguably the most difficult parts

    These parts are important. If you don't see the benefits of these moments, then simply understand that they are a key aspect of the encounter design for pacing fights.
    Yes, the downside can be annoying, but the benefits are completly worth it.
    (4)

  9. #19
    Player Veis_Alveare's Avatar
    Join Date
    Apr 2019
    Posts
    678
    Character
    Veis Alve'are
    World
    Coeurl
    Main Class
    White Mage Lv 70
    I see no benefit to them other than the potential to plan CDs around them. On RDM I learned if I pop Manafaction and Embolden early enough they're back up right in time to go off before the intermission so that's cool... but it would be cooler to not have to do that at all.

    I've never farmed any primal "50 times in one week" either, I think the most I've done in a day is like 12 Seiryu runs and I hate that fight no more or less than I did before that.

    The point is it just feels tacked on to me, like a gimmick that the fights don't need... and on top of that it adds a minute or two to every run. Like what about Suzaku screams DDR? I don't see the connection between her thematically to that mechanic and it provides a buff that could easily be compensated for by reducing her HP.

    I hope SE abandons this in 5.0 but I'm not holding my breath.
    (3)

  10. #20
    Player
    Vidu's Avatar
    Join Date
    Jan 2014
    Posts
    3,993
    Character
    Vidu Moriquendi
    World
    Odin
    Main Class
    Bard Lv 90
    Quote Originally Posted by Veis_Alveare View Post

    The point is it just feels tacked on to me, like a gimmick that the fights don't need... and on top of that it adds a minute or two to every run. Like what about Suzaku screams DDR? I don't see the connection between her thematically to that mechanic and it provides a buff that could easily be compensated for by reducing her HP.
    That connection would be the musical theme Suzaku has, I reckon? Represented by her flute and attack-names like Mesmerizing Melody and Ruthless Refrain.

    Edit: Please note that I'm not defending this - I'm terrible at this kind of thing (which is why I never enjoyed playing the type of game they borrowed the idea from), but I can still see the connection and "respect" that they tried something new and different here, to make the fights possibly more fun and engaging for people. Maybe not for everyone and maybe not during your 20th run in a row, yes. But I'm taking some minor innovations and/or "breathing time" during fights over battles that are designed to be farmed on repeat for hours any day - which I fear would be the outcome if they did away with their current philosophy of making fights a spectacle with some sort of "limit-break"-animations for the primals, transition-phases in which they change the apperance of the boss and/or arena and give players a minute to collect themself (and ressources) before bringing out the big guns.
    (0)
    Last edited by Vidu; 05-22-2019 at 03:26 AM.

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