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  1. #11
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    I think it's a weird issue with making the mechanics more "complicated". They keep narrowing the solution for mechanics (think Rubi EX circles). But the problem here is, the narrower the possible solution, the more predictable they have to make it. If the room is going to be blasted except for this one tiny chessboard square, you also need to make the solution recognizable fast enough that players can solve it in time. So you design your mechanics in such a way they have easy shortcuts to their solutions, and you end up with mechanics that *look* spectacular and barf a lot of information at you, but in the end it has 3 variations so you just stand here here or here.
    (1)

  2. #12
    Player
    Yukimin's Avatar
    Join Date
    Mar 2020
    Location
    Hingashi
    Posts
    106
    Character
    Frederica Bernkastel
    World
    Mateus
    Main Class
    Black Mage Lv 100
    The bosses will have a massive hitbox and teleport to the center of the arena after a big attack and you WILL like it.
    (4)

  3. #13
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Semirhage View Post
    I think it's a weird issue with making the mechanics more "complicated". They keep narrowing the solution for mechanics (think Rubi EX circles). But the problem here is, the narrower the possible solution, the more predictable they have to make it. If the room is going to be blasted except for this one tiny chessboard square, you also need to make the solution recognizable fast enough that players can solve it in time. So you design your mechanics in such a way they have easy shortcuts to their solutions, and you end up with mechanics that *look* spectacular and barf a lot of information at you, but in the end it has 3 variations so you just stand here here or here.
    Something I miss having are more examples of what I’ll refer to as “chaotic mechanics.” Where there are a lot of small, simple things happening all at once, but you can afford to get clipped and are expected to get clipped, and the party much more frequently has to tank manageable chip damage rather than massive bursts of damage followed by absolutely no damage at all. Think Moggle Mog extreme as the purest example of this, but not everything needs to be that of course. But another example is how A4S feels. That fight has issues, but I like the constant, random targeted AoEs during laser diffusion, and people constantly having to pop orbs. Constant, manageable chip damage that isn’t hard to heal, just makes things feel busy.
    (5)

  4. #14
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    Something I miss having are more examples of what I’ll refer to as “chaotic mechanics.” Where there are a lot of small, simple things happening all at once, but you can afford to get clipped and are expected to get clipped, and the party much more frequently has to tank manageable chip damage rather than massive bursts of damage followed by absolutely no damage at all. Think Moggle Mog extreme as the purest example of this, but not everything needs to be that of course. But another example is how A4S feels. That fight has issues, but I like the constant, random targeted AoEs during laser diffusion, and people constantly having to pop orbs. Constant, manageable chip damage that isn’t hard to heal, just makes things feel busy.
    So basically, what you're saying is 'do more fight design like Barb EX and less like Rubi EX'
    (6)

  5. #15
    Player
    Sparkthor's Avatar
    Join Date
    Mar 2018
    Posts
    530
    Character
    Kaenby Kaby
    World
    Zodiark
    Main Class
    Warrior Lv 100
    I think both heavy puzzle fight and intense fight have their win and cons. And 'm pretty sure some people would enjoy one and not the other. As for me i like both, also because i usually love to try to solve puzzle by my own instead of sheeping a dorito.
    (0)

  6. #16
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    So basically, what you're saying is 'do more fight design like Barb EX and less like Rubi EX'
    It might depend on the person, but I think it would be more "Do more fights like Ravana Ex or Susano Ex and less like Rubi Ex OR Barb Ex".

    Someone brought this up in the General Discussion one that BarbEx was more of a Savage fight, not an Extreme, which is probably why Savage players like it, but that makes it bad design for Extremes.

    Quote Originally Posted by Sparkthor View Post
    I think both heavy puzzle fight and intense fight have their win and cons. And 'm pretty sure some people would enjoy one and not the other. As for me i like both, also because i usually love to try to solve puzzle by my own instead of sheeping a dorito.
    I think this is what older fights did better.

    The telegraphs and mechanics were somewhat more noticeable and obvious, and the fights were slower paced allowing players to take in what was going on and determine the solutions themselves. Higher paced fights where taking avoidable damage either kills you outright or kills you quickly (if you take two hits back to back or while you still have the Vuln stack) robs players of that agency. The end result is everyone either watches a guide made by people who have high performing Statics and throw themselves at the content for hours to figure it out (much like how they approach Savages and Ultimates...) or for the fights that allow it, follow the Dorito around.

    In older fight designs, if you weren't in the right spot, it didn't mean a death sentence, and more forgiving mechanics with more obvious telegraphs meant that players often COULD figure them out on their own without needing a Static or guide, which is a far better system for encounters that aren't meant to be done by organized groups and that allow individuals to go in blind and piece together the fights on their own while not dragging down the party.
    (1)

  7. #17
    Player
    Sparkthor's Avatar
    Join Date
    Mar 2018
    Posts
    530
    Character
    Kaenby Kaby
    World
    Zodiark
    Main Class
    Warrior Lv 100
    It's really depend of the fight, but positionning and killing the party for few mistakes happened in some ARR ex.
    - Titan Ex can easily throw you outside the arena which exclude you from the fight.
    - Ifrit Ex healer flamme aoe can kill everyone, same as add to kill no to quick because vuln stack but not to slow because timer.

    I would also say what guide is something pretty new : people went to spend less time in ex and went for guides very early. Also because guide came out more quickly and are spreading among the community. So I'm not sure is more due to design fight than just the community growing.

    Lastly, i wonder if Ex fight were trully forgiving back in time : Garuda, Titan and Ifrit Ex are trials with ilvl 65 to 70. Entering in even with ilvl 110 mean having nearly twice as much HP than required, which really lower the overall difficulty in survivability, and also in DPS checks.

    I really think on this topic, it's really hard to be objective because we are comparing recent fight with fight we've done more than 5 years ago in context.
    (1)

  8. #18
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    It was also nice to have fights where the optimal place to stand wasn’t everyone head deep in the boss’ colon except for the main tank. I liked Ramuh EX where the party had to stay apart, there was a designated spot to stand to dispel charm, and the bard would stay out in the water to bait charms and run back in for lightning attacks. Diamond Weapon was also pretty cool in that regard, but every savage fight lately is just, find the butthole and stay there. P2S was kinda cool, but everyone huddles together still.
    (3)

  9. #19
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    I have mixed feelings about them.

    I loved the old extreme's and how they had these big phase changes and the music would change and you would get that "aw shit here we go!" kind of feeling.....but at the same time I hated the long interruptions messing up my rotation. I also sometimes miss the old raids and I dislike the arena style setups where you can't really tell the difference between a savage fight or a trial fight anymore because they are both just single boss instances. Then again at the same time I absolutely love just dropping right in with no trash fights, no long walks back to the boss after each wipe etc.... So ya, mixed bag of feelings lol.
    (1)

  10. #20
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    I'll have to look in the other thread about the reasoning behind BarbEx = savage, because that is not the feeling I get from it at all. Barb feels fun because it feels like a fight and not a test (even thought it is still totally a test) due to the rapid fire mechanics, at least on brawler mode. Modern savage fights don't really have that (or maybe they do post door boss, my static aint that good haha).
    (3)

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