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  1. #1
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,045
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Gokki View Post
    If the rotations were difficult then the fights themselves can't be complex, reducing the fun aspect of them.

    The combat system is deceptively complex and demands perfect execution and optimization in order to compensate for mistakes that happen elsewhere, with harder fights having less room for that.

    Damage optimization while doing raid mechanics and coordinating with party is where the challenge is, not the individual aspect of your character.
    People always claim that complex jobs can't exist with complex fights, but why does it have to be one or the other? Why can't there be a good balance between the 2?

    If you take complex fights to the logical conclusion, you get what we have now. Fights with debuff overload that requires you to parse all that information within 5 seconds or less and execute it or your entire team blows up. Is that fun? Depends on the person, but I find that kind of design highly frustrating, it's also a bigger wall for less experienced players than harder jobs were.

    Look at Golbez EX, people have been likening him to a savage fight. Is it because he does a ton of damage? No. Is it because his mechanics are fast? No. Is it because you have to do his mechanics in very specific ways or your entire team blows up? Yes, that's exactly it.

    Balancing fight and job complexity would stop this trickle down effect that's gating more casual players out of farming extremes due to pure frustration. You could carry a bad player back in HW/SB, you cannot carry a bad player in EW design because that player not understanding the mechanic will blow all of your up with no hope of recovery.

    Edit: Come to think of it, even stack markers have been Endwalkerised, you can see it clearly in Another Mount Rokkon. First boss has a regular stack marker, do set damage and split among players if more than one. Second and third boss have a different stack marker, if one person, it does a million damage, if 2 people, it does set damage. Another case of "do mechanic this way or die", can't even choose to hypermitigate stack markers anymore.
    (15)
    Last edited by Aravell; 05-24-2024 at 10:00 AM.

  2. #2
    Player
    Gokki's Avatar
    Join Date
    May 2016
    Posts
    193
    Character
    Gokki Di
    World
    Twintania
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Except there is basically no compensation or correction anymore (same as there is basically no triage healing) you do the dance or you blow up. P12 is god awful for this.

    [SNIP]

    With super chain is 1 solution and if you get it wrong we all blow up. That raid design gets so stale because your optimisation is already done by a spreadsheet you just have to execute it
    Yeah, that's encounter design problem, not combat system (they're closely linked of course). There are many variables in all of this and i feel it's more difficult than people realise.
    Quote Originally Posted by Aravell View Post
    People always claim that complex jobs can't exist with complex fights, but why does it have to be one or the other? Why can't there be a good balance between the 2?

    If you take complex fights to the logical conclusion, you get what we have now. Fights with debuff overload that requires you to parse all that information within 5 seconds or less and execute it or your entire team blows up. Is that fun? Depends on the person, but I find that kind of design highly frustrating, it's also a bigger wall for less experienced players than harder jobs were.

    [SNIP]

    Edit: Come to think of it, even stack markers have been Endwalkerised, [SNIP], can't even choose to hypermitigate stack markers anymore.
    It's just the devs designing encounters differently. I do agree that encounter design is stale because everything is in an arbitrary square or round platform and there's never any texture to it, like, why not design a fight on a train where the fight changes depending on which car we're on. A rudimentary version of this exists in the early Omega fights, but that is still basically a rectangle arena.
    (0)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,946
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Gokki View Post
    Yeah, that's encounter design problem, not combat system (they're closely linked of course). There are many variables in all of this and i feel it's more difficult than people realise.
    It's just the devs designing encounters differently. I do agree that encounter design is stale because everything is in an arbitrary square or round platform and there's never any texture to it, like, why not design a fight on a train where the fight changes depending on which car we're on. A rudimentary version of this exists in the early Omega fights, but that is still basically a rectangle arena.
    I just don’t buy the “it’s more difficult than people imagine it is” when we literally already have it………coils

    If they could do it scraping the bottom of the barrel to not bankrupt the company after 1.0 I don’t really think “it’s too hard” is a valid excuse in this day and age
    (14)