Results 1 to 10 of 1753

Hybrid View

  1. #1
    Player
    OM3GA-Z3RO's Avatar
    Join Date
    Aug 2020
    Posts
    209
    Character
    Celestria Thurmand
    World
    Zodiark
    Main Class
    Dark Knight Lv 90
    Here's 2 takes

    Take #1
    Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly

    Example
    When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man

    Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it

    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    (7)

  2. #2
    Player
    Arkfrost's Avatar
    Join Date
    May 2016
    Location
    Gridania
    Posts
    161
    Character
    Luma Arkfrost
    World
    Phoenix
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by OM3GA-Z3RO View Post
    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    I cannot describe how much I want this, and all those people acting as if Normal raids are the endgame weekly grind chore that has to be done as efficient as possible by removing trash mobs & dungeon part make me so frickin' mad. No, Normal raids are baby mode story content that is only worth to be done for the story once (and maybe for the roulette to level jobs/get those last 10 tomestones you're missing), and not the weekly grind chore (and even if it was, you only have to clear the wing 5x, which is done in about an hour per week to get a full set of raid gear, which is worse than the tomestone gear).
    There is nothing that can justify that content having to be made "efficient" like savage raids.
    (2)
    Last edited by Arkfrost; 06-20-2022 at 07:39 PM.

  3. #3
    Player
    Xerkrosis's Avatar
    Join Date
    Sep 2013
    Location
    Ishgard!... I'd like to say, but it was Ul'dah
    Posts
    145
    Character
    Lyaeria Rikason
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by OM3GA-Z3RO View Post
    [...]
    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    That would be great. Wouldn't mind if it was similar to Coil, while in savage it's still final boss only. Since Stormblood, raids are just glorified trials.
    (3)

  4. #4
    Player NekoMataMata's Avatar
    Join Date
    May 2022
    Posts
    1,849
    Character
    Feline Good
    World
    Halicarnassus
    Main Class
    Paladin Lv 50
    Quote Originally Posted by OM3GA-Z3RO View Post
    Here's 2 takes

    Take #1
    Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly

    Example
    When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man

    Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it

    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    I did all the older raids unsynced solo and it was so weird how all of that just stopped. Running around the different rooms in the coils, or going through the different chutes in Alexander was really fun actually.

    I thought raids were supposed to be like alliance raids with just one team anyways.
    (0)

  5. #5
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by OM3GA-Z3RO View Post
    Here's 2 takes

    Take #1
    Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly

    Example
    When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man

    Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it

    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    #1 With two caveats as I feel it would be relatively quite frustrating in DF where even if you try to force skilled play you'll only ever get so far, not saying it's not worth it but certain actions (like instant fail mechanics) I think will lead to more frustration then they provide actual value to the majority.. I can personally see this just creating a lot of wasted time because you're not on the job that interjects and the member who is responsible for it for whatever reason fails to do so:
    1, revive will be quite close to the final boss (this is true for most content but is not always true). Consider automatically moving the revive location too, reduce the number of loading screens is always nice (black screen when you die, black screen when you get to the skip ahead point) - more like how 'most' stakes of marika are pretty much at the fog wall.

    2, if a party dies a few times echo (or another buff..) applies which removes it's auto death mechanic. This could be built into the code as well so players who are doing /ooolllddd/ content unsynced would automatically gain this buff. Meaning they can't be 1 shot, as it's a bit silly to get hit for 1% your health but then get 1 shot from a 'super' move that you'd obviously survive if it wasn't for the fact it normally requires two people and was coded as an instant death mechanic- damage on these super moves could still be calculated to quite high values.. which means they'd still be scary after the party fails the instant mechanic, just not "Paladin didn't interject? Start over!".

    #2 I liked the coils had a bit of a preamble before bosses. It wasn't even that long compared to something like in WoW where it was like "did you dedicate the next 2 hours? No? Get out". Even if you had to get to the locations solo first I feel it would help with content (world) building, though the short duration to reach bosses in coils was fine.
    (3)
    Last edited by Shougun; 06-21-2022 at 12:50 AM.

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,795
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by OM3GA-Z3RO View Post
    Here's 2 takes

    Take #1
    Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly

    Example
    When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man

    Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it

    Take #2
    Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.

    Normal Raids should be actual raids
    Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
    1.
    I want more difficulty in mainstay/mainstream content, but FPKs based on 1-of-n-players mistakes is not how you introduce difficulty so much as simply fetters. Just give more to actually do and slightly increase the punishment for failure.

    For instance, True Bravery increasing the number of chained attacks by 1 and each attack's damage by ~50%, such that one could go from just using a couple oGCDs through the damage --including its bonus-- to actually needing to throw in the kitchen sink, would be punishment enough. More important even than the severity of punishment is that there's enough to do, and the more you make a instant wipe upon failure, the more the feasible density of mechanics decreases.

    2.
    I don't think it's likely or worthwhile to change at this point, but I agree. If it's just a boss-room, it should just be called a trial.

    Make Raids actual Raids, the likes of Alliance Raids (but with available checkpoints such that one can queue straight to trash + boss X, but can continue onward for a full, undisturbed run). Or heck, even introduce yet more variance, such that raids needn't just be higher-player-count dungeons. In whatever case, Raid should not be redundant title for any other content form.

    (Ideally, include more interesting and challenging trash that forms designed encounters in and of themselves. Absolutely do not half-ass the trash as done in Heavensward. That had little to no interesting thematic value and felt purely like a chore.)
    (4)