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  1. #11
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    The reason why we went from the way coil was (large areas with trash and bosses and save states) to the arenas we have today is quite simple.



    Players did what they could to avoid the dungeon aspect and just get to the bosses quickly. There were sack strats for t1, ninja or DRG sneak strats for t10, etc, etc.



    They just responded to how the playerbase was playing the content.
    (4)

  2. #12
    Player
    EliaStormblade's Avatar
    Join Date
    Apr 2022
    Posts
    281
    Character
    Elia Stormblade
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    For the record, if you are able to integrate teleports and non-respawning trash, the only con I can honestly think of is that people who want to just farm one boss (think p8 x4 now for the Abyssos Blades) might be a little annoyed.

    Otherwise it seems like a perfectly fine idea.
    (2)

  3. #13
    Player
    TomsYoungerBro's Avatar
    Join Date
    Oct 2022
    Posts
    475
    Character
    Tim Brady
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    I personally enjoy the general concept of how savage raids are presented. No filler, no nonsense. You teleport in and you fight the boss. I'm all for content like this, but not to change savage/normal raids. We already have alliance raids / BA / DR that can be expanded upon IMO
    (2)

  4. #14
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,082
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    I very much appreciate raids being just the juice bits: the boss fights. Criterion has confirmed this for me aswell. The trash mobs there are by far the least interesting part of criterion. The bosses being seperated also allows for each of them to be longer and more designed (in theory).
    (2)
    Quote Originally Posted by Orinori View Post
    Aren't you the same Saraide who makes every savage pf blacklist you because you can never do a mechanic correctly and constantly causes enrage wipes? Pretty ironic to read this lmfao

  5. #15
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 100
    There's also the matter of time investment. Smaller chunks = more accessible. Players with limited time an tackle them piece by piece, players with more freedom can just blaze through them all. Making raids bigger/longer means freezing out some of that population.
    (7)

  6. #16
    Player
    Xirean's Avatar
    Join Date
    Aug 2021
    Posts
    857
    Character
    Xirean Summit
    World
    Goblin
    Main Class
    Dark Knight Lv 100
    But what if I like the way it is now and don't like the sound of that idea? Honestly there's been times when I've questioned why trash mobs still exist as a normal staple in alliance raids, although the Myths series has found a way to incorporate them relatively well. When I think of "Raid" though I don't think of killing mobs, I think of big crazy fight and that's exactly what we get. People say they are glorified trials and I'm fine with that. Trials that pack a bigger punch but aren't EX, sounds perfect to me.
    (1)

  7. #17
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Many of you have provided valid points here, such as the time investment, the convenience of having bite-sized fights and these things I also agree with why the current design works.


    But honestly, I feel like a lot more positives would come out from the raiding scene than the bad with going back to the old school dungeon design, at least with the loot aspect and gameplay wise. You could also argue that them having to work on the dungeon aspect of these could lead to better boss arenas if they could finally quit with the boring all these squares make a circle rooms where everything feels so formulaic to a fault. To me when I think of a "raid" I think of an actual raid into the boss's stronghold, not just knocking at each of their apartment doors like the grim reaper.
    (2)

  8. #18
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by Xirean View Post
    But what if I like the way it is now and don't like the sound of that idea? Honestly there's been times when I've questioned why trash mobs still exist as a normal staple in alliance raids, although the Myths series has found a way to incorporate them relatively well. When I think of "Raid" though I don't think of killing mobs, I think of big crazy fight and that's exactly what we get. People say they are glorified trials and I'm fine with that. Trials that pack a bigger punch but aren't EX, sounds perfect to me.
    because fighting numerous enemies at once feels very satisfying? Has anyone ever played Dynasty Warriors? I like mob fights because it gives us a chance to go to town on some schmucks with our aoes, granted FFXIV's combat design isnt that well good for it anyway but if the idea is there it could also be where the devs have to better think of how to make combat more satisfying for single and multi- encounters.
    (1)

  9. #19
    Player
    Xirean's Avatar
    Join Date
    Aug 2021
    Posts
    857
    Character
    Xirean Summit
    World
    Goblin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Atelier-Bagur View Post
    because fighting numerous enemies at once feels very satisfying? Has anyone ever played Dynasty Warriors? I like mob fights because it gives us a chance to go to town on some schmucks with our aoes, granted FFXIV's combat design isnt that well good for it anyway but if the idea is there it could also be where the devs have to better think of how to make combat more satisfying for single and multi- encounters.
    But we already have that for normal dungeons. Why include it for raids as well?
    (4)

  10. #20
    Player
    Guntank81's Avatar
    Join Date
    Oct 2013
    Posts
    50
    Character
    Roega Maniac
    World
    Mateus
    Main Class
    Gladiator Lv 100
    Your ideal scenario would be a scaled-down version of a 24-player raid for 8 players. However, this format was abandoned in the middle of HW due to its low appeal. Many players dislike dealing with trash mobs, as they are tedious and time-consuming. Not everyone can afford to spend hours on raids that are artificially lengthened by filler enemies.
    (3)

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