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  1. #1
    Player
    Silica-chan's Avatar
    Join Date
    Apr 2015
    Posts
    477
    Character
    Rena Kangawa
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by Amtyk View Post
    Either the fundamental mentality behind how high end content is inherently designed needs to be changed to be accessible and less about DPS interactions, or we need more internal feedback on our own individual performance in relation to intended game design. Without doing something I feel Square is directly contributing to toxic growth within the community.

    People value DPS because it's the primary game play interaction and barrier. It becomes the focal point because getting a clear throughout the rest of the game, from dungeons to MSQ, is the only real binary feedback you get that you performed well enough.
    Pretty much this. Personally I think the Rathalos battle is a good example of how fights could be made without a set enrage timer, without completely removing the need for decent damage (needed to kill the big add to survive his fire attack). Instead of a timed enrage they could either set a certain amount of deaths allowed before you need to restart or do it like potd floor 50 (I believe it was 50) where you get killed if you mess up a mechanic a certain amount of times.

    With the current heavy scripted design of fights that require very high damage, allow to calculate the least amount of healing required to keep people alive which enables and basicly forces healers to dish out as much damage as possible, I have to agree (even though I don't like it) a damage meter/calculator/parser/whaterveryoucallit is almost necessary.
    Considering the game gives you all the information in the battle log anyway (accessible for everyone in the group, so you could technicly do the matchs manually) and the tool just doing the math for you, live during combat and the ToS being quite clear about how we should behave, even I don't really understand his stance of creating encounters with high damage requirements but no ingame way to "propery" test yourself. (Yes I know SSS is a start but it could really use an upgrade imo)

    I would be perfectly fine with adding an option to preamde/pf groups to enable an small window that shows the damage numbers of everyone. Keep it to Ex/Savage/Ultimate encounters, everything else should just stay off limits.

    Just my stance on this topic.
    (2)

  2. #2
    Player
    Amtyk's Avatar
    Join Date
    Dec 2019
    Posts
    4
    Character
    Soiree Padecain
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Silica-chan View Post
    Instead of a timed enrage they could either set a certain amount of deaths allowed before you need to restart or do it like potd floor 50 (I believe it was 50) where you get killed if you mess up a mechanic a certain amount of times.
    THIS! It's soooo disheartening to see someone make a single mistake with mechanics one time, at the beginning of a fight, and already seeing the pace of the fight deteriorate to the point of "we're not gonna clear." I like when you can screw up a little bit in a fight and still clear. It helps confidence with the mechanics and your own game play.

    Sadly I don't think the devs want to change Savage as they like where the difficulty is at either. I don't think the Savage community wants to have it changed either too. The new tier is gonna be "harder" than the last apparently. People are drawn to the content because it has fangs.
    (0)

  3. #3
    Player
    Amtyk's Avatar
    Join Date
    Dec 2019
    Posts
    4
    Character
    Soiree Padecain
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Silica-chan View Post
    Instead of a timed enrage they could either set a certain amount of deaths allowed before you need to restart or do it like potd floor 50 (I believe it was 50) where you get killed if you mess up a mechanic a certain amount of times.
    THIS! It's soooo disheartening to see someone make a single mistake with mechanics one time, at the beginning of a fight, and already seeing the pace of the fight deteriorate to the point of "we're not gonna clear." I like when you can screw up a little bit in a fight and still clear. It helps confidence with the mechanics and your own game play.

    Sadly I don't think the devs want to change Savage as they like where the difficulty is at either. I don't think the Savage community wants to have it changed either too. The new tier is gonna be "harder" than the last apparently. People are drawn to the content because it has fangs.
    (0)