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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    EX, Savage, UCOB UWU TEA, can't be bothered with DSR or TOP yet

    Extremes seem to lean a lot more towards being puzzles to solve, moreso than execution. While some are more execution-based like Hyda or Barb, the majority so far (3/5) have been puzzlestyle to the point where you only need one person to know how to do 'the gimmick' and you just follow them (the 'dorito strat' as it were). I don't know how to do Rubi's circle thing, I just followed someone who did. In contrast, someone I know did not get how Endsinger's 5head phase worked, and I understood it pretty quickly and was able to solve it for them. This is fine in some regards, but if someone were to, for example, not learn how Zodi's spin works (just follows the dorito), not learn Endy's head thing (just follows the dorito) AND doesn't learn Rubi's circles (just follows the dorito) then Extreme is not doing it's job of being the stepping stone difficulty leading into Savage. The player is not learning or improving if they are just following someone else in every fight.

    As for Savage, and whether it has 'moments to catch your breath', look at P6S, look at P7S. Even parts of P8S have nothing going on for a while. I'd argue that Barb EX is not 'like a Savage', because even Savage is not like that. I'd say it stands as a testament to what some have said in the past: the 'I play healer to HEAL' mentality players came across something that demanded they actually heal, and they crumbled under the pressure. I think the reason Savage raiders like Barb's design and 'EX is my endgame' players kinda don't so much, is because Savage players know when to drop damage and do more necessary healing, whereas the EX players, it catches them off guard. Unsurprising because nothing in the game prepared them for this sudden amount of constant damage incoming. It's why I don't think ramping HPS is 'the healer problem solution', because they'd hit level 91 dungeon and suddenly everything plays like Barb EX instead of what we currently have, and they'd get thrown off by the change.

    Quote Originally Posted by Tsumdere View Post
    I do not think fights got easier. The player base has gotten better. I think if they introduced fights like Barbariccia, E8S, and P3/P8S in HW/SB it would have decimated the community the same way Gordias almost did.

    I think that "feel" you might have is just from the EW extremes being kinda standard? Outside of Barbariccia there hasn't been one with the WOW factor yet. We're missing our Thordan/Shinryu/Hades equivalent because they fxxked up Endsinger so bad. This leaves it feeling kind of empty, although the other three EXs aren't that much different than what we got in the past.
    I do agree with this though. You could consider that Barb is our Thordan for the expansion, since Endsinger was so limp in comparison. And because we got it on an even patch, we could not outgear it as hard as we usually have done for Shin/Hades before it.


    As for terminology discussions, people refer to certain things as 'Limit Cut' because it immediately conveys the important information: 'This mechanic, like Limit Cut, is going to do something to strike us in sequence'. Saying 'Rot', even if the mechanic doesn't blow you up if you fail to pass it like the original Rot, conveys the information of 'there is a debuff that we can pass via contact'. When I first saw 'Limit Cut' in Rubi, I immediately said 'Oh, Wormhole'. Not everyone's done Wormhole, or even seen it. But the gist of the info I was trying to convey to my team who HAD seen Wormhole was 'This mechanic has two parts, we are struck in sequence by something as dictated by the numbers, and a set of numbers offset from the ones currently being hit by the first part need to handle a second mechanic (probably via soaking something)'. So, just by saying 'Wormhole', the team understood pretty quickly that 1/2 take a cleave at a place safe from hitting the party, and a different pair of numbers (7/8 here, 5/6 in actual Wormhole) do the 'other bit', which here is tethers.

    Also, funny thing, I've raided with several people who all have different names for 'cone on every player from boss'. Proteans, Flamethrowers, Shadowstreams, I've heard them all. In fact I even raided with someone who called it Waltz, after Queen's Waltz in O3S. It's almost like a measurement of which tier the player started raiding in. Though I do prefer to say 'in or out' instead of 'dynamo or chariot', I find it conveys the important info way faster that way, no need to mentally translate 'dynamo' into 'in' it's an extra unneeded step. If I read out a Nael quote and said Dynamo, Chariot, Stream, that'd potentially take someone an extra second to decipher. But if I said 'In, Out, Spread', those are clear simple instructions and require no extra mental load to decipher
    (2)

  2. #2
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Dixie Bell
    World
    Ravana
    Main Class
    Dancer Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Also, funny thing, I've raided with several people who all have different names for 'cone on every player from boss'. Proteans, Flamethrowers, Shadowstreams, I've heard them all. In fact I even raided with someone who called it Waltz, after Queen's Waltz in O3S. It's almost like a measurement of which tier the player started raiding in. Though I do prefer to say 'in or out' instead of 'dynamo or chariot', I find it conveys the important info way faster that way, no need to mentally translate 'dynamo' into 'in' it's an extra unneeded step. If I read out a Nael quote and said Dynamo, Chariot, Stream, that'd potentially take someone an extra second to decipher. But if I said 'In, Out, Spread', those are clear simple instructions and require no extra mental load to decipher
    This must be a datacenter differentiation, being Primarily from JP for years, the terminology was quite consistent across the games lifespan.

    JP does have the raiding down pact to a very strict detail in comparison to other Regions though.

    Each role (Tanks, healers, melee, caster and rphys) all have pre-assigned positions based on Proteans, So when you enter an 8man duty as a certain role, you know exactly where your spread spot is without having to discuss it for 5 minutes.
    D3 MT D4
    H1 B H2
    D1 OT D2

    D1/D2 being melee
    D3 Rphys
    D4 Caster
    H1 Pure Heals
    H2 Shield Heals
    MT/OT whoever has tank stance on goes MT.


    They also only have 3-4 people making the PF guides, so they end up settling on 1, maybe 2 different strategies for any fight, unlike NA's 400 different variations of the same strategy.
    (0)