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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Here's a nice little bit of data about WF clear times on the first three expansions of the game - info is in the top voted post. I think Midas was the last tier to get any significant mechanic nerfs due to difficulty, and Creator roughly set the standard for most later Savage content.

    I think tanks tend to struggle more with positioning mechanics than they do with mitigation. You can see this in the later fights of the most recent tier as well. Alongside their proposed graphical updates, I wish that they could work on updating how this game handles mob movement and animation locks. I think that if mobs could auto-attack and cleave while continuously moving like they do in Warcraft, it would allow for smoother positioning and open up the doors for more elaborate tank challenges. The problem is that every mob action is executed as a 'cast' in the combat log, which results in stutter-step movement.
    (6)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    I think that if mobs could auto-attack and cleave while continuously moving like they do in Warcraft, it would allow for smoother positioning and open up the doors for more elaborate tank challenges. The problem is that every mob action is executed as a 'cast' in the combat log, which results in stutter-step movement.
    This would be HUGE. Not just in terms of making the play experience more enjoyable (smoother, more intuitive, and offering more agency), but in opening up new possibilities within encounters if that ball and chain were mitigated through revision/rework.
    (1)

  3. #3
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Lyth View Post
    I think tanks tend to struggle more with positioning mechanics than they do with mitigation. You can see this in the later fights of the most recent tier as well. Alongside their proposed graphical updates, I wish that they could work on updating how this game handles mob movement and animation locks. I think that if mobs could auto-attack and cleave while continuously moving like they do in Warcraft, it would allow for smoother positioning and open up the doors for more elaborate tank challenges. The problem is that every mob action is executed as a 'cast' in the combat log, which results in stutter-step movement.
    Related to that, autos could be more consistent generally. I like using Dark Mind in P4S when I'm MT to take a bit of pressure off healers when the boss is just doing autos, but it's hard finding a good spot to pop it without the boss starting a long cast and making it a waste. Same issue with using TBN, it'd be great during autos but you have to be damn sure the boss will be hitting you for a bit so you don't waste it.
    (1)

  4. #4
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Lyth View Post
    The problem is that every mob action is executed as a 'cast' in the combat log, which results in stutter-step movement.
    Instant- and auto-attacks absolutely should be made more fluid with movement, both for mobs and for players (instant spells, for instance, currently forcibly turn your character to face the target, overwriting your movement input). I'm not sure what kind of back-end improvements need to be made to facilitate this though, as it could be a flaw of the current engine.

    Although at the very least the "casts" in the combat log allow the opportunity to plan out the types of mitigation you use, particularly for a skill like Dark Mind.
    (0)