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  1. #11
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    750
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Dancer Lv 100
    Quote Originally Posted by MikeCake View Post
    San d'Oria's first boss, Ozma, the WoD Chaotic has a random sequence on how mechanics carry out, its not impossible, they just don't do it as much.
    They don't do it as much seemly because of a belief players desire consistency in fights, and you can notice how the most random mechanics are almost always in casual content barring a few exceptions, a good example of this is my lovely queen, Honey B. Lovely, in M2N, during Honey B. Live, the slow-moving hearts have a very erratic, difficult to predict pattern to them, I am sure it's not completely random but it might as well be, and there are tons of AoEs all over the place on top, then in M2S, during the same segment, the hearts have a ridiculously predictable, easy to dodge pattern, and the AoEs are replaced with tower soaks that anyone can take so long as it is in their heart budget(on Normal tower soaks do happen, but not until the 2nd Honey B. Live), meaning they throw the more punishing, but nonetheless more predictable version of the mechanic at you right away, there is a clear flow here that the harder the content is meant to be, the more predictable they want to make it, with a few variants, 2 to 4, of the same mechanic at most. and which variant you get being the random element.
    (3)

  2. #12
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,319
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Raesha View Post
    Are you taking on harder content and trying to grow as a player? We shouldnt expect the game to get easier the higher level we are and the longer the game goes on, The game needs to get harder cause we are suppose to grow our skill in our chosen job over the course of an Xpac
    So you want the difficulty to increase at each expansion (which it has definitely done without a fault at the encounter level so far), and expect players to keep up? There is a point where they'll reach their own personal limits, and even if not so, all the new players will still have to climb the same hill, so you can only imagine how it's going to be for those when the hill to catch up suddenly turned into Mount Olympus after enough expansions...

    We're already seeing this with dawntrail and we're not even speaking about "midcore" content, just the baseline that's been cranked up.
    (4)
    Secretly had a crush on Mao

  3. #13
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,027
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by VeyaAkemi View Post
    They don't do it as much seemly because of a belief players desire consistency in fights, and you can notice how the most random mechanics are almost always in casual content barring a few exceptions, a good example of this is my lovely queen, Honey B. Lovely, in M2N, during Honey B. Live, the slow-moving hearts have a very erratic, difficult to predict pattern to them, I am sure it's not completely random but it might as well be, and there are tons of AoEs all over the place on top, then in M2S, during the same segment, the hearts have a ridiculously predictable, easy to dodge pattern, and the AoEs are replaced with tower soaks that anyone can take so long as it is in their heart budget(on Normal tower soaks do happen, but not until the 2nd Honey B. Live), meaning they throw the more punishing, but nonetheless more predictable version of the mechanic at you right away, there is a clear flow here that the harder the content is meant to be, the more predictable they want to make it, with a few variants, 2 to 4, of the same mechanic at most. and which variant you get being the random element.
    If someone dies in a normal mode it usually doesn't matter, you just get them back up and continue, so randomness isn't an issue.

    But because pretty much everything in savage kills you instantly if you mess up, which then leads to cascading deaths or an entire party wipe, the punishment for even a single player messing up is significantly harsher. Which doesn't lend itself very well to random mechanics.
    You already need to memorize 8+ minutes of quick and precise execution to not reset the entire fight constantly, making those mechanics erratic and random as well will quickly lead to frustration.

    It is basically a problem they have created for themselves, by designing savage mechanics in the way they have since late ShB.
    (5)
    Last edited by Absurdity; 09-17-2025 at 08:17 PM.

  4. #14
    Player
    MayuAmakura's Avatar
    Join Date
    Jun 2024
    Posts
    215
    Character
    Mayu Amakura
    World
    Alpha
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Absurdity View Post
    If someone dies in a normal mode it usually doesn't matter, you just get them back up and continue, so randomness isn't an issue.

    But because pretty much everything in savage kills you instantly if you mess up, which then leads to cascading deaths or an entire party wipe, the punishment for even a single player messing up is significantly harsher. Which doesn't lend itself very well to random mechanics.
    You already need to memorize 8+ minutes of quick and precise execution to not reset the entire fight constantly, making those mechanics erratic and random as well will quickly lead to frustration.

    It is basically a problem they have created for themselves, by designing savage mechanics in the way they have since late ShB.
    This is why I dislike savage mechanics and prefer extremes. I know extremes also tend to lean on that pattern but gosh it's boring to memorize patterns and safe spots. This isn't something I like genuinely. It's way boring and can be tiresome to learn. Specially when every single fight solves around clock spots, this is getting really boring. I much more would prefer if we had fights like other mmo do, where you can do a mechanic in multiple ways and not expect "gosh, my memory is bad" to occur.

    This also happens due to sheer simplicity of classes so most things don't matter in fight and make it trivial. Tanks can turn their backs, doesn't matter, armor doesn't matter, gear is same for everyone. Just a slight more improvement over this could create a different encounter.
    (3)

  5. #15
    Player
    Bryson's Avatar
    Join Date
    Oct 2013
    Posts
    188
    Character
    Ube Icecream
    World
    Gilgamesh
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Valence View Post
    So you want the difficulty to increase at each expansion (which it has definitely done without a fault at the encounter level so far), and expect players to keep up? There is a point where they'll reach their own personal limits, and even if not so, all the new players will still have to climb the same hill, so you can only imagine how it's going to be for those when the hill to catch up suddenly turned into Mount Olympus after enough expansions...

    We're already seeing this with dawntrail and we're not even speaking about "midcore" content, just the baseline that's been cranked up.
    ??? Dawntrail's content has been easier
    the tier has been easier than pandemonium (look at clear rates) and fru is easier than dsr and top.

    what "baseline" has been "cranked up" ?
    (2)

  6. #16
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,319
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Bryson View Post
    ??? Dawntrail's content has been easier
    the tier has been easier than pandemonium (look at clear rates) and fru is easier than dsr and top.

    what "baseline" has been "cranked up" ?
    What are you talking about? In what world are savage and ultimate the 'baseline'?
    (5)
    Secretly had a crush on Mao

  7. #17
    Player
    Bryson's Avatar
    Join Date
    Oct 2013
    Posts
    188
    Character
    Ube Icecream
    World
    Gilgamesh
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Valence View Post
    What are you talking about? In what world are savage and ultimate the 'baseline'?
    it seems arbitrary to reduce all of DT to dungeons and trials? but even if you did do that, that doesn't change the fact that the tier is easier and fru is easier than dsr and top.

    more people clearing endgame relative to previous expansions suggests to me, dt is easier... if it were harder, the clear rates would reflect that.
    (1)

  8. #18
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,123
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Bryson View Post
    it seems arbitrary to reduce all of DT to dungeons and trials?
    The MSQ defines an expansion and its patches. Savages and Ultimates are merely small extras for people who want something a little more.
    (4)

  9. #19
    Player
    Bryson's Avatar
    Join Date
    Oct 2013
    Posts
    188
    Character
    Ube Icecream
    World
    Gilgamesh
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    The MSQ defines an expansion and its patches. Savages and Ultimates are merely small extras for people who want something a little more.
    defines it for msq andies maybe.. there's more to the game than fetch quests and logging of until the next series of fetch quests are released 19 weeks later. you have a very reductive take on what an expansion consists of.
    (2)

  10. #20
    Player
    Myotis's Avatar
    Join Date
    Aug 2025
    Posts
    17
    Character
    Myotis Starcaller
    World
    Sagittarius
    Main Class
    White Mage Lv 100
    That's actually good the more accessible DDR fights get the more people can actually enjoy them.
    (0)

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