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  1. #11
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,615
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Kes13a View Post
    I would go so far to say that casual content should not be a cakewalk at all. the reality is, they are stumbling over themselves by trying to make this a solo game, and sure, its well and good that a turnip with a learning disorder can complete the MSQ, but I would say many of us did not come to this game at that skill level. I am fairly sure this whole lack of complexity and content can start being traced back to when they started leaning into making the game more solo friendly. why bother learning a decent skill efficiency when you can now be a sea sponge with minimal dexterity to clear most content except extremes and savages?
    I mean inherently, some of these changes aren't necessarily overly detrimental, as you still have fundamental mechanics present in the normal mode counterpart, which do get expanded on across other tiers of difficulty. It's just a shame they were changed, but IMO, with all the content between Level 1-to-89, there's a significant amount of learning opportunities, assuming you go through the natural process of doing story > optional trials/24-man raids. - When I do talk about "I don't think it should be easy all the time is mostly just in reference to working on the pacing itself rather than the absence/removal of certain mechanics. Most encounters just feel like mechanics are far between, Take Number XXIV, sure, it lost Barrier Shift, but even when this was going on, it just felt so slow - It just literally repeats Barrier Shift, and the mechanic in execution is just walk into a tower. Encounters should feel faster-paced. Having other mechanics going on in tandem - It shouldn't matter if it's barrier shift with elements, or even barrier shift as just standard towers to soak.

    For example, If I were looking at Number XXIV, I would probably have it with just standard towers, but then have another mechanic, such as a tether mechanic going on in tandem with this, e.g., have 2 pairs of players tethered to each other, first 2 players are resolved by spreading, and the other 2 by stacking. It could be you resolve the tethers, which then deal a moderate amount of damage to all players, versus potentially ongoing damage like with burning chains from Shinryu, and then have a small window to take towers, then also follow up with a stack marker to occur shortly thereafter. Or it could even be as simple as XXIV doing a massive donut AoE around the hitbox, at the same time as doing towers going off, then you can have it to where players need to resolve one and then the other in that particular sequence. instead of something such as Gale Cut which does absolutely nothing at all. You then introduce people to a fairly adequate pacing, where 1 mechanic follows another straight after, in addition to multiple mechanics going off in tandem.

    Pacing IMO, has always been the biggest issue, things don't happen quickly enough, or at the very least not enough things happen in tandem... I would say this was probably the biggest hurdle I had when I initially went into Eden's Verse... I was far, far too used to everything happening at a snail's pace.
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    Last edited by Kaurhz; 09-11-2023 at 08:52 AM.