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  1. #1
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
    Posts
    383
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    The problem isn't even that; the problem is the scripted, lazily designed fights. The problem is the "survive damage" or "don't take damage" pattern instead of "cancel damage."

    They could have created fights that were challenging and fun enough for any players to complete (turn a lever, move the boss to a specific position at a specific time so it takes damage from the outside, press a button, carry special item, kill the adds' to avoid a fatal debuff), but no. It's easier for them to speed up the pace of AoE attacks and bombard players with damage and flashes of light, rather than properly develop interactive elements in the fights.

    There were fights like this in ARR and HW, but they reworked them so that now everyone is forced to just run away from AOE, or memorize their pattern, and if someone considers this an interesting challenge, I feel sorry for them, because it’s just boring to be a trained monkey, dependent on ping or reaction speed, and not on thinking with your brain and knowing the way in which the mechanics should be solved.
    (10)

  2. #2
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,687
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by RajNish View Post
    The problem isn't even that; the problem is the scripted, lazily designed fights. The problem is the "survive damage" or "don't take damage" pattern instead of "cancel damage."

    They could have created fights that were challenging and fun enough for any players to complete (turn a lever, move the boss to a specific position at a specific time so it takes damage from the outside, press a button, carry special item, kill the adds' to avoid a fatal debuff), but no. It's easier for them to speed up the pace of AoE attacks and bombard players with damage and flashes of light, rather than properly develop interactive elements in the fights.

    There were fights like this in ARR and HW, but they reworked them so that now everyone is forced to just run away from AOE, or memorize their pattern, and if someone considers this an interesting challenge, I feel sorry for them, because it’s just boring to be a trained monkey, dependent on ping or reaction speed, and not on thinking with your brain and knowing the way in which the mechanics should be solved.
    In my opinion over this topic, we've been seeing a consistent crack in the community between the old design and the new and it's not going to get better over time. That's on them for changing the game's genre halfway through.
    (11)
    Secretly had a crush on Mao

  3. #3
    Player
    Myotis's Avatar
    Join Date
    Aug 2025
    Posts
    77
    Character
    Myotis Starcaller
    World
    Sagittarius
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Valence View Post
    In my opinion over this topic, we've been seeing a consistent crack in the community between the old design and the new and it's not going to get better over time. That's on them for changing the game's genre halfway through.
    at this point from an MMO they are making some action-rpg game where action is overtaken by insta deaths during the fights.
    It's boring to learn those patterns where to stand all the time over and over again each time something new comes out.
    (6)