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  1. #3931
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,059
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Isn't it interesting that we didn't have this kind of discussion about how 'lack of engagement' etc. when, by all observable metrics, Deltascape was horrendous for it, having both O1S (which was cleared blind on the first pull by some groups, I've heard) and O2S, which was equally monotonous to farm. The saving grace of Deltascape was that it had Halicarnassus, still regarded by some players (including me) to be one of the most well-designed Savage encounters to date. And it didn't do it with debuff vomit, all things considered it was rather simple by today's standards.
    All things considered, Deltascape wasn't the worst thing. Sure, O1S and O2S weren't great, but O3S and both parts of O4S were great. Then we look at Abyssos, P5S and P8S part 1 were pretty good, but P6S, P7S and P8S part 2 were awful once you learned them.

    Regarding TOP, we can definitively say that TOP is a complex fight, but is it a well-designed fight? I'm leaning towards "no" from what I've seen of it.

    Maybe I'm talking nonsense since I've never been that far into the fight, but from what I've seen, TOP has far too many moving parts in each mechanic, you have to remember so many things and then execute in order (which also explains why some people use 3rd party assist tools to alleviate some of this).

    In contrast, my group cleared DSR with no player markers, we just ran a full priority system for the entire fight and we never had to remember as much as just Party Synergy in TOP. I think the most I had to remember in DSR was during Wroth Flames where we have a descending order from wall to mid with white debuff to Hraesvelgr and black debuff to Nidhogg.
    (4)

  2. #3932
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    (4)

  3. #3933
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,733
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by GrimGale View Post
    *Cries in Sage’s never ending bug zapper spam*
    (0)

  4. #3934
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by ty_taurus View Post
    *Cries in Sage’s never ending bug zapper spam*
    Imagine how much fun you'd be having if Sage had remained true to its nu-Gundam inspiration and you needed to micromanage your funnels, instead of just ripping off the aesthetic and doing nothing with it.
    (3)
    he/him

  5. #3935
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    I would've been drawn to SGE if the dot animation are the nouliths pewpewing around the target like Protoss Carrier's Interceptors on the enemies affected for its duration.
    (2)

  6. #3936
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Line up in two lines from north to south, based on THMR priority
    Identify my Playstation marker
    Identify if someone on my side has the same marker, the southmost of the pair adjusts and since I'm playing Ranged here that means me if I have a duplicate
    Identify which 3 of the 4 Omega Clones are in a line
    Identify if the Male has a shield or not (decides if it's in or out from the male)
    Identify if the Female has BladeLegs or not (decides it it's 'in line with Female' or 'Cross shaped AOE to dodge')
    Position accordingly within about 4 seconds of the clones appearing
    Identify where the big eyeball is
    Identify whether we have Mid Glitch or Far Glitch
    Line up in spread positions to dodge the eye laser, with the formation respecting the Mid/Far debuff (using BPOG as the order from north to south, but if it's Far, the right hand side has to do GOPB)
    Identify who has the two stack markers, and if they are on the same side, the southmost stack and their partner need to swap for the next part
    Position around the central Female clone, to get knocked back to the safespots, respecting Mid/Far debuff
    This is why "simple" jobs are popular for hard content, because not everybody has mental capacity to handle complex mechanics and complex rotation at the same time.

    Quote Originally Posted by ForsakenRoe View Post
    That's the issue with following the road of 'increase the complexity of encounters, and remove complexity from jobs so they're easier to play'. You end up with design like this, where the way they made it 'complex' in TOP is to just say 'sod it, everyone can get every potential position'. That's okay for in certain scenarios, like Limit Cut for example (you can get any of the 8 numbers), but it comes back with Delta, with Sigma, with Omega.
    SE is trying to make this game for everybody. But because different players do different things and expect different difficulty if the job is the same the way they are trying to do this is by making jobs simple and shoving all hard PvE complexity into encounters.

    It is a fact that casual content is way too easy and extreme/savage content becomes easy as well when optimized so there is huge disconnect between what is provided in support job kits and what is actually needed.

    No wonder why often healer is sought out role for alliance roulettes - if your co-healer is Medica II enjoyer there is absolutely nothing to do than to spam dps spells and rez some newbie that fails mechs.

    The fact that most of healer abilities can become unnecessary is bad design no matter how you look at it.
    (2)
    Last edited by Somnolence; 05-23-2024 at 06:43 PM. Reason: engrish

  7. #3937
    Player
    AsiTsurugi's Avatar
    Join Date
    Feb 2022
    Posts
    162
    Character
    Asi Tsurugi
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Somnolence View Post
    This is why "simple" jobs are popular for hard content, because not everybody has mental capacity to handle complex mechanics and complex rotation at the same time.
    While I agree with the general sentiment of this statement, the text quoted as context to this describes a full downtime mechanic where the bosses are untargetable, and all you need to do are the things described in the quote with no attention to dealing damage. That being said, Party Synergy is still one of the more complex mechanics in the fight.
    (5)

  8. #3938
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by AsiTsurugi View Post
    While I agree with the general sentiment of this statement, the text quoted as context to this describes a full downtime mechanic where the bosses are untargetable, and all you need to do are the things described in the quote with no attention to dealing damage. That being said, Party Synergy is still one of the more complex mechanics in the fight.
    Well, consider this - SMN has around the same amount of DRU/TOP clears than RDM and BLM combined.
    (1)

  9. #3939
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,621
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Somnolence View Post
    This is why "simple" jobs are popular for hard content, because not everybody has mental capacity to handle complex mechanics and complex rotation at the same time.
    Right, but my point is, in the past when we had 'more complexity in jobs', the mechanics of even the hardest fight in the game, UCOB, were not as complex as what we see now. Rather, it is BECAUSE the jobs got simpler for 'accessibility' or 'removing friction' or whatever they want to spin it as, that they had to make up the complexity elsewhere, leading to overdesigned fight mechanics where half of the difficulty is in working out what the heck you're looking at. TOP is an example of following the mantra of 'jobs should be simple, content mechanics should be the source of complexity' to the natural conclusion.

    Instead, where we had Job:Content ratio of like 25:75 (or as bad as 90:10 in the case of healers), we should have had more like X : (100 - X), where X is 'an amount between 10 and 50, depending on how much the player wants to interact with their job kit'. As an example, on SCH, if a player wants to use zero of their 3 available DOTs in an EX roulette, they would be able to. But if another player wants to micromanage all three plus the Fairy's position plus who the Fairy is casting Embrace on, then they should ALSO be able to, rather than have their skill ceiling dictated to them by SE as it is now.

    Quote Originally Posted by Somnolence View Post
    SE is trying to make this game for everybody.
    Really? Because every expansion, they seem to be making changes that are designed to say 'hey players who enjoy tryharding, we're going to be lowering the skill ceiling you enjoy striving to reach, enjoy'. In trying to make it 'for everybody', they're making it exclusionary to those players who want to 'tryhard'. If a game is too hard, it can drive people away. But if a game is too easy, then it can equally drive people away, due to being unfulfilling. What's the point in playing Mario games, for example, if there's no enemies to die to, or pits to fall in?
    (19)
    Last edited by ForsakenRoe; 05-23-2024 at 06:06 AM.

  10. #3940
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,733
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Somnolence View Post
    SE is trying to make this game for everybody. But because different players do different things and expect different difficulty if the job is the same the way they are trying to do this by it out is to make jobs simple and shove all hard PvE complexity into encounters.
    Doesn't seem like I'm included in that "everyone" category. Doesn't seem like many others are either. I would love if the game were designed for everyone. That's what is being asked for here: job design that doesn't have to be too hard, but offers room for skill expression and dynamic gameplay.
    (13)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

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