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  1. #1
    Player
    Eldevern's Avatar
    Join Date
    Sep 2013
    Posts
    2,009
    Character
    R'lileen Min'enoth
    World
    Cerberus
    Main Class
    Thaumaturge Lv 80
    There are only a few mechanics that can be really tricky. For my part, the bothering thing is the thunder icone : one fight it is a share, another fight it is a cloud to place... kinda weird when same icone has two meanings.
    (2)
    Altoholic
    La normalité n'est que la moyenne de nos folies individuelles.
    Normality is just an average. I'm the weird, you're the bizarre.

  2. #2
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Eldevern View Post
    There are only a few mechanics that can be really tricky. For my part, the bothering thing is the thunder icone : one fight it is a share, another fight it is a cloud to place... kinda weird when same icone has two meanings.
    The inconsistency of markers is something I could consider a valid complaint about encounter design.

    Stack AoEs can be indicated by several different markers and not just the obvious "move in" arrows...assuming they're indicated at all and you're not forced to assume that untelegraphed mechanic that killed someone was a stack because of how much damage it did.

    They've still been adding new types of markers for existing mechanics types (The pulsing arrow for chasing AOEs and the swirling red "caution" indicator for ranged tank busters springing to mind), so I think it would be nice if they'd go back to older fights and adjust the markers for the sake of consistency.
    (5)