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  1. #11
    Player
    Valic's Avatar
    Join Date
    Jun 2017
    Posts
    720
    Character
    Venan Rehw-dvre
    World
    Mateus
    Main Class
    Dragoon Lv 90
    I think more casual content instances, both solo and group should have more enrages

    I just ran Dun Scathe as a healer today and something hit me... The first boss of this 24 man is probably the best designed boss I've seen in a long time in this game. It's pretty average casual content, but it still REQUIRES each role to do something specific to clear. Or else? There's an enrage (not sure if I'd call it a hard or soft one though). The healers have to cleanse doom off several party members in each alliance. The tanks unfortunately don't have much to do other than the usual tanking, but eh.... And dps HAVE to not die and know how to deal sufficient damage before the boss fills every panel of the platform with the "death" tiles or everyone dies. This is beautiful to me, healers have to know what esuna is or people die as well as how to heal from all the bleed dots going around and aoe's placed on players. There's a fundamental requirement to "try" in this fight or you simply don't progress. If mechanics aren't done or enough damage isn't done, alliances die, the consequence? Not enough damage, a wipe to start it over before you can progress. It's not as brutal as a savage mode because it's no where near as tight or demanding, but it STILL demands the basics of each role. The fight also takes its time in teaching you things too, at first placing a couple (possibly 3?) of the ice bricks on the ground following the aero knockback to teach you how to stop it. That's outstanding imo because some will live and recognize it, others will die early on, but you're given enough breathing room to learn from it or people can tell one another.

    WE NEED MORE FIGHTS TO BE LIKE THIS. Not bonus rewards or increased difficulty... but DEMAND to do well enough to progress. You don't? Your punishment is you don't progress further in the instance. You beat it? GJ! You get to see the rest of the scenery and the boss battles/fights after this one! You get to progress and eventually win so long as you keep that up!.... People act as though when they queue, they're entitled to the reward they queue'd for. As if the win is supposed to be guaranteed, brainless, thoughtless, effortless. To some, that is the case because they understand how to do that type of content already and that to them is seen as "easy enough". That's simply perspective/subjective to each individual. Regardless of that perspective, there should be things always in place that punish the player for not being able to do the basics. Innocence or Titania, great example, though roughly boring way to go about "checking"... having an add phase with a gauge that reaches 100 causes a hard enrage. I'm not personally for hard enrages in fights, but these seem somewhat warranted with how they're done. Adds spawn, you have to make sure everyone's up to be able to have sufficient dps to clear the phase or it's a wipe. It's pretty forgiving since it's only that particular section of the fight, meaning once it is passes... well just keep going I guess? Fights like Susano are also decent because they setup a coordination between each role. If not dps'd hard/fast enough, the boss repeats the raidwide aoe heal check. Meaning, either the healer has to heal even harder through consecutive hard hitting raidwide aoes, tanks have to mitigate them to buy more time so dps don't die, or dps of course need to properly know how to execute the basis of their job's rotation/skillset. I think that type of design is beautiful too, because it's not a hard "NO" necessarily but it is till a no. If anything, I find it more fitting that the 24 man had a more hard wipe-like mechanic considering it's the last of its set and 24 man content normally should require more effort than most 4-8man content does.

    TL;DR: Your punishment should be that you don't get to go further, explore, or feel wow'd. Your accomplishment, reward for clearing it, should be... that ya did it! Less about what is obtained and why you're doing it. More mechanics like soft enrages and ideas like it should be implemented and encourage that effort to be done in casual content so the average player is met with a fairly reasonable "learning gate".

    To quote zelda sequelitis.... "the reward was the fact that, YA DID IT! Not that... ya found a thing...". In this case, the reward should be you succeeded in your effort, not "gimme my daily items I queue'd for and don't have to try for". Or the "gimme my achievement for this thing already". The incentive is already in place in that sense, to want to try to want to see more and do more. How? By learning how to be somewhat efficient with what you play by doing the bare basics for most normal/casual content, rather than ignoring the possibility that you could use some improvement somewhere that could possibly define whether your group succeeds or not.
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    Last edited by Valic; 02-06-2020 at 02:22 PM.