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  1. #1
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Veis_Alveare View Post
    I see no benefit to them other than the potential to plan CDs around them.
    Quote Originally Posted by alimdia View Post
    Yit doesn't change the fact that it serves no purpose other than padding the length of the run, I'd prefer to see actual mechanics in combat in whatever time we save with shorter intermissions.
    For the second time in this thread, breaks in a fight are important for its pacing. It's game design 101.

    Quote Originally Posted by HyoMinPark View Post
    How is the second half of Byakko harder than the first? It's not. Even Suzaku is only a small jump in difficulty. Most of her difficult post-DDR is Simon Says being on the server tick, which really sucks for players that have higher latencies as they need to be extra careful to move early for the mechanic. These mini-games get really tiring after you've done them 99 times trying to get a mount in EX - even if you space out your clears across several weeks or months..
    [...]
    Yes, some breaks are longer than others. Deal with it. It doesn't change what I said.
    I made a general statement. I'm not interested in discussing particular exceptions.
    (1)
    Last edited by Fyce; 05-22-2019 at 07:38 AM. Reason: words are hard

  2. #2
    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
    Quote Originally Posted by Fyce View Post
    For the second time in this thread, breaks in a fight are important for its pacing. It's game design 101.
    When the breaks exceed a minute and push two, that's what we call "excessive". There are plenty of fights that have the neat, short intermission that is the boss's Ultimate that work far better than sticking mini-games in the middle of an EX trial. HW trials were excellent because they had enough cinematic to be spectacular (e.g., Thordan EX) without it being overkill (like Byakko EX).

    Yes, some breaks are longer than others. Deal with it. It doesn't change what I said.
    I made a general statement. I'm not interested in discussing particular exceptions.
    If you aren't interested in discussion, why are you on a discussion forum?
    (1)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  3. #3
    Player
    alimdia's Avatar
    Join Date
    Jul 2014
    Posts
    2,064
    Character
    Ali Lifesaver
    World
    Gilgamesh
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Fyce View Post
    For the second time in this thread, breaks in a fight are important for its pacing. It's game design 101.

    Yes, some breaks are longer than others. Deal with it. It doesn't change what I said.
    I made a general statement. I'm not interested in discussing particular exceptions.
    It completely changes everything, it shows that a long intermission like Byakko's is only there for padding when they have done shorter ones before (all ARR trials) and after (Seiryu, Yojimbo).

    I never said that Byakko shouldn't have an intermission.
    (1)