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Thread: New Tier

  1. #11
    Player
    Arohk's Avatar
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    Jul 2019
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    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valence View Post
    I'll need to go watch an actual guide to see what the visual tells are for M6 and some in M7 because I'm really not good at noticing this. I tried looking but it just felt frustrating after seeing twice or thrice the same mechanic and still not seeing it. I want my buffs and debuffs back. Those I can hover over them and use my actual brain to understand them.
    which one in particular? i mean there is not really a new "new" mechanic in M6.

    The double stack is also a fire spell > stand in the water or you die (you have the same thing on Shinryu or Titania)
    Even Crystal Tower had that kind of mechanic where you must stand in the water to reduce the Ancient Flare damage.
    When you get the Lightning, dont stand in the water > this is as old as Rahmu from ARR.
    (3)

  2. #12
    Player
    Valence's Avatar
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    Oct 2018
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    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Nobody said there was any new mechanic in M6. In fact, the whole tier brings nothing new on that front.
    But a good amount also do come with their lot of specific visual cues, which I have been inquiring around and have had my answers for elsewhere, thank you.
    (1)

  3. #13
    Player Mawlzy's Avatar
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    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    Nobody said there was any new mechanic in M6. In fact, the whole tier brings nothing new on that front.
    But a good amount also do come with their lot of specific visual cues, which I have been inquiring around and have had my answers for elsewhere, thank you.
    I have a general thought on visual tells.

    I've always felt there is something a bit unsatisfying about big orange puddles. The dashed arrows we have been getting for displaced AoEs and knockbacks are, to me, faintly ridiculous. So in principle I think visual tells based on what the boss is doing, or what objects around the arena are doing is a far more entertaining and immersive way of telegraphing attacks.

    The problem is SE has major visual accessibility issues, presumably driven by a desire to have absurdly flashy promos and trailers. The user options to limit VFX are poor. (In PvP for example, limited effects remove stuff you need to see while continuing to show massive explosions that are mostly irrelevant.)

    My guess is this also feeds into the never-ending misunderstandings over what makes a dungeon hard. How many snotty comments do we see along the lines of "the boss is literally waving a huge souffle at you in their right hand, it's a RH CLEAVE!!!"

    I have no doubt this is very puzzling for those with excellent eyesight. There are many fights where I know what the tell is, and the only time I have ever seen it is by going frame-by-frame in a YT guide.
    (2)

  4. #14
    Player
    JadeCurtiss's Avatar
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    Character
    Naoto Seijima
    World
    Famfrit
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    Paladin Lv 100
    Quote Originally Posted by Mawlzy View Post
    There are many fights where I know what the tell is, and the only time I have ever seen it is by going frame-by-frame in a YT guide.
    What examples can you give?
    (1)

  5. #15
    Player
    Arohk's Avatar
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    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mawlzy View Post
    I've always felt there is something a bit unsatisfying about big orange puddles. The dashed arrows we have been getting for displaced AoEs and knockbacks are, to me, faintly ridiculous. So in principle I think visual tells based on what the boss is doing, or what objects around the arena are doing is a far more entertaining and immersive way of telegraphing attacks.
    Yes, but a big chunk of players wont move a notch unless there is a big orange telegraph under them, also a lot of attacks aren't telegraphed in savage + .
    Beign able to see the size of an incoming attack is part of the easy and normal modes.
    (2)

  6. #16
    Player Mawlzy's Avatar
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    Jessa Marko
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    Adamantoise
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    Machinist Lv 100
    Quote Originally Posted by JadeCurtiss View Post
    What examples can you give?
    Typically boss tells that depend on them doing something with one hand or side of their body (also front back). I'm blind in one eye and struggle orienting them. The marks on their hit box sometimes help, but in other cases unless I am already aligned boss N/S I can't tell the side of which hand, or which chunk of hair or whatever is telegraphing. There are a bunch of others, mostly using (to me) the pink/blue/purple shades that I can't distinguish. Seem to recall in DT there is at least one boss whose body model offsets from the hitbox marker.

    As I noted in a PvP thread, SE seems to use bad visual accessibility as a mechanic.
    (1)

  7. #17
    Player
    Voryn's Avatar
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    Aug 2023
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    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    I had a lot of fun doing these normal raids. My first clear of M8 took a lot of pulls but it was fun getting used to it.

    The discussion about where the visual queues are is interesting because in M7, during my first run I didn’t notice [i[at all[/i] what shows whether the boss is doing Chariot or Dynamo. A funny thing that happened was somebody in the chat said to “look at the weapon” and then I started looking at how he was holding it, or if the type of weapon changed, but I didn’t notice the difference in the vfx at all. I just had to guess every time.

    And then in EX4 we got the polar opposite where in Bloom 2 all the telegraphs are on the ground and then it’s so hard to see because everything overlaps (in addition to the tiles being hard to see anyway because of the colour scheme).

    It feels like they’re trying to move away from just having the orange puddles but sometimes it can be annoying with how it’s done. The other example I hate is DSR’s Wroth Flames and Hallowed Wings 1 where I have to spin my camera all the way around the arena to see where the dives are. On the other hand I really like how visible the cleaves are in shown in M3S Chain Deathmatch.
    (2)

  8. #18
    Player
    Valence's Avatar
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    Oct 2018
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    Character
    Sunie Dakwhil
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    Twintania
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    Machinist Lv 100
    Quote Originally Posted by JadeCurtiss View Post
    What examples can you give?
    Personally the ones I never could make up in time were in savage with Twilight and Midnight Sabbath.
    (0)

  9. #19
    Player
    Infindox's Avatar
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    Jan 2017
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    Ul'dah
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    1,320
    Character
    Absenthine Starfrost
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Valence View Post
    I hated it as expected. It's indeed full DDR and look at simon says, which makes me want to gouge my eyes out. I'm not even sure this tier has a single new unique mechanic to it.
    Even though 4 people liked your post, I feel this is a unpopular opinion.
    There was no unique mechanic I guess? But in my first runs I remember M7 was working out every mechanic and chatting in the party together to solve it.
    (1)

  10. #20
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    6,521
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    My opinion is that cruiserweight was still DDR but at least it was DDR that was made more interesting than either EW’s normals or light heavyweight

    5’s dance design and the WOL’s interactions with the dancing did a lot to hide the fact the raid was functionally 10,000 ways to do half room cleaves. 6 played around with the PCT motif quite well as the landscapes were executed quite well and while there was few cryptic mechanics she did a good job hiding the size of her AOE’s which at least kept you on your feet. 7 and 8 were probably the best examples we’ve gotten in the post ShB era where “mechanic faster=better” was actually decently executed as both are god awfully boring fights conceptually made rather interesting by their speed and mechanical overlap

    Basically I still don’t particularly like DDR design but this is the best execution of it they have probably ever done
    (2)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

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