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  1. #91
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Skies View Post
    Have you any other ideas of how to implement that concept (all pieces are worth getting) that doesn't feels like it's forcing you go to the hardest mode anyway?
    Not really, though I feel the loot is still worthwhile using the Ulduar approach. The only thing that required killing bosses on hard mode was the questline to fight Algalon the Observer; everything else in the instance you could see by just killing stuff on normal. What I am more a fan of is built-in mechanics that trigger the hard-mode mid fight rather than the on/off switch approach that was taken afterwards.

    Having the hard-mode loot pool enter mid-fight encouraged guilds to get better at the encounters, while at the same time not making hard mode mandatory because hard mode loot was usually close to or at the same item level as the stuff for the next patch of content.

    To compare, if XIV got three patch updates in 2013 with a 24-man raid in each, say in March of 2013 we get The Empire Returns the Attack, where the big raid is called Vellanus Prison; in August of 2013 we get Midnight's Deep, where the big raid is a cave network found below the Mun Tuy Cellar; and in December of 2013 we get The Peaks of Aldenard, where the big raid there is a mountain fortress (though the Garleans are not the biggest threat).

    Hard mode gear from Empire would be slightly below or at the same level as the normal mode loot from Midnight. Likewise, Mightnight's hard mode drops would be slightly below or at the same level as normal mode stuff from Peaks. It's not really a big deal so long as parts of the instance don't get locked off for not doing hard mode.

    We should also keep in mind that hard mode loot is supposed to give you a temporary edge against the content because of the extra stats and superior item level comepared to the other stuff that drops in the instance.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #92
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    First off, Duelle, before I forget: *hands Kusuha's special energy drink* for guessing Ibis correctly.

    Also, on topic: I see what you did there. Hard mode being 'unlocked' through execution of the dungeon/content is actually a pretty good idea. Like a dungeon wherein if you take special paths you trigger the hard mode (i'm not exactly against a small extension of the map during hard mode, as long as it's not like, more than 20% of the size of the current map). Or a boss that if you DPS really hard or completely incapacitate it's parts enters into hyper mode.

    That is, in fact, an ever better idea than mine.
    (1)

  3. #93
    Player
    Amsai's Avatar
    Join Date
    Mar 2011
    Posts
    457
    Character
    Greedalox Blurflux
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Duelle View Post
    Not really, though I feel the loot is still worthwhile using the Ulduar approach. The only thing that required killing bosses on hard mode was the questline to fight Algalon the Observer; everything else in the instance you could see by just killing stuff on normal. What I am more a fan of is built-in mechanics that trigger the hard-mode mid fight rather than the on/off switch approach that was taken afterwards.

    Having the hard-mode loot pool enter mid-fight encouraged guilds to get better at the encounters, while at the same time not making hard mode mandatory because hard mode loot was usually close to or at the same item level as the stuff for the next patch of content.

    To compare, if XIV got three patch updates in 2013 with a 24-man raid in each, say in March of 2013 we get The Empire Returns the Attack, where the big raid is called Vellanus Prison; in August of 2013 we get Midnight's Deep, where the big raid is a cave network found below the Mun Tuy Cellar; and in December of 2013 we get The Peaks of Aldenard, where the big raid there is a mountain fortress (though the Garleans are not the biggest threat).

    Hard mode gear from Empire would be slightly below or at the same level as the normal mode loot from Midnight. Likewise, Mightnight's hard mode drops would be slightly below or at the same level as normal mode stuff from Peaks. It's not really a big deal so long as parts of the instance don't get locked off for not doing hard mode.

    We should also keep in mind that hard mode loot is supposed to give you a temporary edge against the content because of the extra stats and superior item level comepared to the other stuff that drops in the instance.
    I can get on board with something like this. However I still do feel we need an easy mode, or at least that the current difficulty is dialed down a bit. The majority appear to think an easy mode should just be for completion/ to get a win/ for training purposes. I am fine witht that too.

    As for the whole power creep, I'm pretty sure I read an interview with Yoshi basically saying they would do do just that. As for making older content relevant, I'm afraid its just gonna be things like trading old gear in for GC seals. This makes me really wish they would have gone with gear-swaping in battle and made content with side-grades so that all content remained relevant like FFXI did.
    (0)

  4. #94
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Skies View Post
    First off, Duelle, before I forget: *hands Kusuha's special energy drink* for guessing Ibis correctly.
    Ibis was the first character I cleared a2 with. Comparing Kusuha and Seolla to her is, well... XD

    Hard mode being 'unlocked' through execution of the dungeon/content is actually a pretty good idea. Like a dungeon wherein if you take special paths you trigger the hard mode (i'm not exactly against a small extension of the map during hard mode, as long as it's not like, more than 20% of the size of the current map). Or a boss that if you DPS really hard or completely incapacitate it's parts enters into hyper mode.
    Indeed. It can obviously vary per boss. For example, Iron Council (three boss mobs where the mechanic is that each one dying gives the remaining members additional powers/abilities) hard mode being triggered if you killed Steelbreaker last. Flame Leviathan hard mode required you to activate four satellites that would add stuff to look out for during the fight. Mimiron hard mode required you to push the Big Shiny Red Button.

    I can get on board with something like this. However I still do feel we need an easy mode, or at least that the current difficulty is dialed down a bit.
    I can agree with this. 4/8-man dungeons on normal shouldn't really require the most super-skilled players in the world to complete. 24-man raids I guess could be given an easy/PuG mode for completion, then normal and hard modes for loot. Easy/PuG mode should at least be able to give badges/tokens/something to allow people to start gearing up, though. As long as there's a reasonable lockout in terms of instance entry and loot, I think it would be fine.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #95
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,987
    It should be more like this:

    Easy mode = explorers gear and what not
    Normal mode (which better be a tad easier than current) = Darklight
    Hard Mode (which needs to be a good deal harder than Normal) = Darklight +1
    I personally like the Rift system for dungeons.

    Normal (drop lv48~ gear) :

    - For players at the end of leveling phase (48+)
    - Brand new level 50 who have very bad gear
    - Not so confident level 50 players (can also be used to perform tests etc)

    Expert (drop lv50 only gear / gear inferior to tier 1 raids / mixed rare & epic items)

    - For level 50 players only
    - Casual players can enjoy dungeons and can clear them (slow)
    - Hardcore players who have more powerful gear will just steamroll them (15~20min max)
    - Drop token for raid gear

    Master (lv50 epic gear / better than first tier of raid)

    - For experienced lv50 players only
    - Good gear required
    - Extra encounters added
    - Boss have sometime new mechanics
    - Not available in dungeon finder tool
    - Drop token for raid gear
    (1)
    Last edited by Antipika; 06-30-2012 at 12:20 PM.
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
    Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
    Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
    Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
    Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B

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