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  1. #20
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Further Questions:

    Quote Originally Posted by OgruMogru View Post
    Seeing as it's already common courtesy to have researched fights before you jump into a group, I would love to see practice modes of fights [ex, savage, maybe not ulti I feel like that would get people ruffled] so people can practice mechanics away from pressure from other people or making people feel like they have to lie to see prog. For savages and stuff let them unlock after the world race. People would be either going blind or waiting for a guide anyways. Bardam's Mettle style so no dps - just mechanics. You get it right you get a little tick over your head and you proceed, 3 strikes and you restart. People new to harder content can see if it's for them without judgement, people going thru PF can feel some control over their lives instead of being completely at the mercy of the state of the Pf scene on their servers, Static raiders can practice on their own time without being beholden to 7 other people or hijacking pf prog groups.
    A small note: Further separating fresh runners into a separate category means we'll be going just from watching videos being a courtesy that's increasingly expected of people as difficulty and time since release increases... to further disallowing anyone from even learning mechanics immersively (e.g., per a winged/fresh run).

    Is that a climate we want? If not, how might we provide similar benefits without these features further reducing gameplay options for others ("rude" though they might be outside a 'fresh' run premade / in parties for which at least a slight majority would likely have watched videos)?

    Could similar benefits be had from just improving player means of joining a party at their specific progress level (with finer thresholds than in Raid Finder) in a manner that can't be lied about?

    Quote Originally Posted by Jirah View Post
    Nerf or remove Echo, its overpowered and makes content CT like and a crappy reward for wiping. Or maybe have it on if the party wipes multiple times or idk have it as a vote thing! Your raising poor players with this system
    "Raising poor players" just as in getting them through a single threshold or also as in hurting their longer-term (chances at / rate of) improvement?

    What content are players pushed through by Echo that would otherwise be a particularly relevant learning experience, and is that loss to player learning likely to matter more to those players or those they will later encounter than the longevity of the content whose use cases are bolstered by Echo?

    Despite what these questions might imply, I suspect I agree with you to an extent. One less arguable part, to my mind, is that Echo is gimmicky in that it is wholly bimodal, which can incentivize gimmickily gaming it by just having tanks and healers stay alive until having gotten just enough seconds to generate Echo, wiping, and repeating, so that the fight can then be cleared after. Such strikes me as too weak a deterrent for accessing that ease of a clear to really function as a deterrent (rather than merely an annoyance), at which point I have to ask why players not be allowed to just set the difficulty reduction modifier from the start if it is still to be permitted. Else, it feels like the requirements for further Echo, or the way the benefit scales with progress, should be revised to suit some other intended result than just trading preparatory time for ease of clear.

    Quote Originally Posted by Elissar View Post
    Tera combat
    What aspects?

    Would you, for instance, like to see 3D UI components to mark especially significant status effects like Stun, Chain Strategem, Mug, Barriers, etc.?

    Would you like to have attacks with fixed movement properties (think En Avant as an AoE)? Do you want movement to be locked in somewhat during certain attacks, more generally (for fewer/less "floaty" animations as seen on a moving/gliding True Thrust or Venomous Bite)?

    What are you looking for within that vast/vague umbrella of TERA-like combat?

    Quote Originally Posted by Zairava View Post
    [Resists inserting long winded DRK theorycraft for the nth time]

    To be serious, I want our damage to be more spread out rather than too reliant on big meaty hits every 2 minutes. For raid buffs and cooldowns to be more spread out again. This should make it easier to make more jobs rotations have more distinguishable different flows.

    I want [more] kit interaction within the tanks. There's a woeful lack of it at the moment. If they are going to move forward with the tank responsibilities they keep streamlining, then it would be nice to have our kits compensate for losing them.

    Take for example, because it's easier for me to list, Dark Arts. It doesn't really exist now, but if they were to bring Dark Arts back and find a way to fit it in so that we have some meaningful kit interactions (modifying/empowering abilities or otherwise) and player agency, it would be a much welcome change. It would require some trimming, but it would be better for the job as a whole, imo.
    Not to force you to crack open the whole DRK theorycraft again, but how might you generally exemplify your desired increased "kit interaction" among each tank? Are you looking to just give each tank one versatile tool extra that can make more out of one gauge or are you looking to have skills interact with each other (rather than just with one central node/modifier)?
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    Last edited by Shurrikhan; 09-12-2023 at 09:23 AM.