Watching the castbar is a thing since 2.0 and it will ever be a thing.
Savage like content always had telegraphs only for a low amount of mechanics and even in casual content you need tho watch the castbar for a certain amount of mechanics.
Thats what the "focus target" is there for and everyone, that don't use focus target on bosses (in every content) and keep an eye on the casts better stops playing this game at all.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100


Solving "Puzzle-Mechanics" has always been a thing in Savage, especially on the Tier-Bosses: A8 was basically a huge puzzle, highlighting on Gavel. A12 was the same with the Buffs/Debuffs on Temporal Stasis/Timegates. Omega 4 (Grand Cross), O8 (Forsaken-Mechanics), O12(Numbers, Patches, Hello World 1+2).. then again E8 (Light Rampant) and now E12 (Lions/Theories).
And honestly, I like it a lot. It looks like a dance performance. And it just feels so great figuring out what to do and then - after lots of attempts - finally watching your group smoothly moving and solving this stuff in the face of danger, while you still wait for the wipe when you suddenly realize that the fight goes on because everyone did everything correctly.
Last edited by Pepsi_Plunge; 06-16-2021 at 08:34 PM.
Pepsis Eorzea-Tagebuch:
https://de.finalfantasyxiv.com/lodestone/character/22850747/blog/


this is why the combat feels so disconnected because what you see and whats actually happening are in many cases miles apart from each other. it's why most bosses ultimately feel lifeless because of how unsynced they are. when you can literally stand in the stupid and it misses you completely. or be total oppiste edge of the arena and still get smashed.It really only serves to bait players in some cases, such as people claiming Suzaku EX's colour phase was bugged or laggy when in fact they were simply reacting by the animations and would have been fine by walking into the explosion from the previous tile. Or many players on EMEX Full ranks moving too late, because they're trying to watch for a safe spot between the line of gunship fire instead of simply walking into it while dodging the soldiers. You constantly see new players dodging a mechanic as the cast bar ends, then waiting for the big swing or explosion animation to finish before moving back to melee range. It's just habit..
given how mechanics are often preloaded before the boss even casts them which is often how things like act callouts and stuff work it really shouldnt be that difficult to sync up an animation with a cast bar. and have both trigger when that magic packet is received.
the cast bar is basically just another animation anyway. receives a packet of data. dispalys cast bar. so is often just as prone to latency issues as the actual animation effect itself. stands to reason then than if you can sync 4 8 24 peoples cast bars. syncing there animations should be just as easy. even if meant clipping the previous animaton the boss was doing. which again is a frequent occurance from a palyer perspective with how gcds clip ogcd animations
just breaks the atmosphere and enjoyment of fights when what your seeing is not whats happening. when the floor beneath your feet can blow up and nothing happens. sometimes think this is part of why many people have just become lazy. because of the amount of times they feel cheated by mechanincs. why dodge stupid when its just going to hit them anyway even if they're a mile away...
then they see players stand in the stupid and nothing happens to them. well faaaaaaawwwwwwwwk.... Honestly i think thats one of the most annoying things for players trying to see how a mechanic works. because what they see is total BS and makes no sense.



Eh it's pretty simple, stand outside of stupid a few times, figure out the timing, be able to move into stupid without taking damage.this is why the combat feels so disconnected because what you see and whats actually happening are in many cases miles apart from each other. it's why most bosses ultimately feel lifeless because of how unsynced they are. when you can literally stand in the stupid and it misses you completely. or be total oppiste edge of the arena and still get smashed.
given how mechanics are often preloaded before the boss even casts them which is often how things like act callouts and stuff work it really shouldnt be that difficult to sync up an animation with a cast bar. and have both trigger when that magic packet is received.
the cast bar is basically just another animation anyway. receives a packet of data. dispalys cast bar. so is often just as prone to latency issues as the actual animation effect itself. stands to reason then than if you can sync 4 8 24 peoples cast bars. syncing there animations should be just as easy. even if meant clipping the previous animaton the boss was doing. which again is a frequent occurance from a palyer perspective with how gcds clip ogcd animations
just breaks the atmosphere and enjoyment of fights when what your seeing is not whats happening. when the floor beneath your feet can blow up and nothing happens. sometimes think this is part of why many people have just become lazy. because of the amount of times they feel cheated by mechanincs. why dodge stupid when its just going to hit them anyway even if they're a mile away...
then they see players stand in the stupid and nothing happens to them. well faaaaaaawwwwwwwwk.... Honestly i think thats one of the most annoying things for players trying to see how a mechanic works. because what they see is total BS and makes no sense.
The real reason combat feels so lifeless is because ffxiv isn't action combat oriented, it's like a step above turn based.
For a game that's centered around casuals I've never played a game with more hard enrages than this one.
The thing is, this is a traditional RPG. Not an action RPG. Want a game where you have no cast bars and have to dodge animations go play TERA.
Of course, you will then be complaining about having to adjust for crap server latency to dodge instead of dodging animations.
This defense of animation being utterly out of sync could as easily be applied to, say.... getting a story with tons of plot-holes.
"God forbid you have to put the effort to fill them yourself, further engaging with the story."
It's a matter of polish which could, if properly done, amount to further immersion and thereby enjoyment.
Whether it's worth the resources or not is one thing. Calling a preference for quality sheer laziness, on the other hand...
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