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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,206
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    I think I see why they increased the radius. The new raids have more different encounter map layouts from just a square or circular field, so they might be experimenting with different varied boss floor layouts (which is great). I can see why they increased the radius to ensure mechanics that require party members to be far away will have no issue on receiving the buff effect for that reason. Maybe Savage fights will have a different map layout?

    On another note, I really like the new collective unconscious second wave. The sfx and animation is great with the increased radius, but it sometimes randomly cancels the channel skill when I use it so I don't get the celestial ring. It's not a big issue since I plan on mostly using the skill for the snapshot, but is a bit annoying sometimes if I do want to channel a bit longer for non-targetable phases. I think the second diffused snapshot effect of collective Unconscious makes it my favorite skill out of all the healers currently due to both the nicer visual/sfx and the extra layer of nuance from giving a more pronounced effect on the usage of keeping the channel active in a smaller radius as opposed to standing far away to receive the snapshot defense buff.

    Or maybe I'm just sick of everyone not being within 8y when using Collective Unconscious, and this fixes that problem entirely lol.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by AnotherPerson View Post
    I think I see why they increased the radius. The new raids have more different encounter map layouts from just a square or circular field, so they might be experimenting with different varied boss floor layouts (which is great). I can see why they increased the radius to ensure mechanics that require party members to be far away will have no issue on receiving the buff effect for that reason. Maybe Savage fights will have a different map layout?
    Except, what of when the flow of the raid in and out around particular mechanics, precisely because of that limited range, (would otherwise have) made the fights more engaging anyways?

    (I guess I could see it for the more casual end or PuG side of things, but I actually like the ins and outs of combat beyond just what's provided by alternating donut and radial AoEs, and would prefer that raid timers become more regularly featured, honestly, than everything require even less thought/positioning/coordination.)
    (1)
    Last edited by Shurrikhan; 05-24-2023 at 10:01 AM.