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  1. #1
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by darkstarpoet1 View Post
    well there's where you are assuming it would happen. it was thought that once people figured out taking down all 4 nails dropped the damage down to a little of nothing you would see everyone jumping on all the nails, but that never happened. you had parties tell everyone they either had to have sentinel or they weren't welcome. they took the path of the least resistance because it was easier to force everyone to have sentinel then it was to make sure their dps was high enough to down the nails. i'm not saying it's right that it happened, but what i am saying is that is still what happened when the dev team did try to design content around that impulse.

    you can argue that they took the wrong route to design content around that incorrectly, but you cannot say they did not design the content around it. it may not have had effective results, but they did make an attempt.
    I'm not surprised that the knowledge of less damage didn't have any effect on player behavior. All the pros already had Sentinel so that's why nothing changed. Whether someone wipes or not on Hellfire means nothing to a pro. What matters is the goal, which is the drop. The dev team may have put in a mechanic to survive the fight, but they did nothing to stop discrimination. You see what I mean?

    Quote Originally Posted by NoctisUmbra View Post
    It is incentive for players to down all nails. Using MNKs and BLMs mean faster kills. In order to use them you need to make up for the lack of Sentinel. In order to do that you need to down all the nails. Down all nails > MNK/BLM viable. Faster kills. Incentive.
    You and I are talking about two different things. An incentive is something the dev team uses to entice the playerbase to act a way that they desire. I'm not talking about Reasons for players to act that don't involve the dev team.

    Also, there is no incentive for a faster kill. What is the incentive? To save 3 mins? Who cares about that? What people care about, is the drop rate. That is the only reason people are there in the first place. Is there any achievement for 300 kills in under 5 mins? Well then there would be an incentive. You see what I mean?
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  2. #2
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Neptune View Post
    Also, there is no incentive for a faster kill. What is the incentive? To save 3 mins? Who cares about that? What people care about, is the drop rate. That is the only reason people are there in the first place. Is there any achievement for 300 kills in under 5 mins? Well then there would be an incentive. You see what I mean?
    Besides the speedrun achievement, faster kills mean more kills in less time. Apply that to a static drop rate. The more you kill him, the more opportunities you have for a drop.

    Sure, it's not a direct increase to drop rate - but to be honest if they did incorporate means to increase drop rates on them then I wouldn't expect it to be something as trivial as downing all the nails. Something more challenging and relevant, like a series of incaps, a specific kind of kill or something would make more sense and be more engaging.

    If the fight needs incentive in any way, it's not for downing all the nails... cuz honestly, who cares? How many you down is up to your party and what suits them better and/or if they are capable of accomplishing it. It's not a difficult task at all, nor is it very relevant.
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