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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,637
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by baklava151 View Post
    I think there's a wider conversation you could have about tanks where 95% of the fight they're not really doing tank things, for this tier at least. You have the obligatory 3-4 TBs per fight that you always hit a bunch of mits for and autos which aren't super frequent and usually more for the healer to handle, but outside of those you're a gimped melee most of the fight doing the exact same mechanics everyone else is doing.
    That's actually a really good point. There have been a lot of fights in the past where the tanks do completely different - sometimes more distracting mechanics that they wouldn't give to the DPS who are really busy.

    Although the tank busters are more of a handful than previous ones and quite frequent, having dots, being double-busters or double-swaps one after the other for each tank, being RNG like in P6S and P7S where it might be one type of tank buster or another type. In P8S Part 2 there is the mechanic of being together for autos but not for the buster. In the previous tier, the P1S had us knocked back while doing swaps, RNG between stack and flare, or did the knockback swap in the middle of other mechanics to distract you. P3S had us grabbing tethers from the party for TBs. These unique mechanics are all variations of tank busters, but to be fair, there is more to consider with them than the old kind that didn't have dots, RNG or require double swaps.

    It does feel like making unique mechanics is probably harder, since there isn't a lot of room anymore with those giant hitboxes, but maybe it's just SE isn't giving me much inspiration yet.

    Quote Originally Posted by BubblyBoar View Post
    Lots of people not really owning up to the consequences of the changes they cried for. It's hilarious. Dev listen to feedback? Everything bad that happens afterward is their fault. They don't listen to feedback? The devs don't listen to our concerns when we are trying to make the game better.
    I agree with this for most things, especially most of the job action changes, which even if you disagree stemmed from people who were asking for them. Like how the requests to get rid of parry and physical blocks led to the homogenization of mitigation, because things like parry and physical/magical are what made them unique.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  2. #2
    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 Jeeqbit View Post
    That's actually a really good point. There have been a lot of fights in the past where the tanks do completely different - sometimes more distracting mechanics that they wouldn't give to the DPS who are really busy.

    Although the tank busters are more of a handful than previous ones and quite frequent, having dots, being double-busters or double-swaps one after the other for each tank, being RNG like in P6S and P7S where it might be one type of tank buster or another type. In P8S Part 2 there is the mechanic of being together for autos but not for the buster. In the previous tier, the P1S had us knocked back while doing swaps, RNG between stack and flare, or did the knockback swap in the middle of other mechanics to distract you. P3S had us grabbing tethers from the party for TBs. These unique mechanics are all variations of tank busters, but to be fair, there is more to consider with them than the old kind that didn't have dots, RNG or require double swaps.

    It does feel like making unique mechanics is probably harder, since there isn't a lot of room anymore with those giant hitboxes, but maybe it's just SE isn't giving me much inspiration yet.
    Yeah I definitely don't want to downplay the TBs because they do get creative with them and especially this tier you had to be smarter with your mits to deal with them, but I still feel like there could be more going on outside of those.
    (0)