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  1. #311
    Player
    GreyJorildyn's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    500
    Character
    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Don't even remember if I already posted this but anyway...

    Longer fights just for the sake of dragging things out is not meaningful to gameplay. If battle can be designed longer for a purpose, such as phase changes and challenge-increases as fights go on, that's great. Currently in XIV, and the same was true in XI, longer fights only increased margin for error. Simultaneously the only mechanic that changed was mobs fired TP moves faster (true in both titles as well). In XI this boiled down players limiting mob TP gain and/or using sleeps to control battle flow. While we cannot sleep things effectively in XIV (and I find that a step in the right direction), the other mechanics are the same as XI. Tank movement has seen new emphasis as well, and that's alright I guess.

    In short, longer fights need to be long for a reason. It cannot be there just to wear players out or increase the beat at lower mob HP. Things should be challenging over the course of the fight and spread responsibility of survival throughout the party. No one should feel safe. A balance can be found in there and should be.
    (0)

  2. #312
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by GreyJorildyn View Post
    Don't even remember if I already posted this but anyway...

    Longer fights just for the sake of dragging things out is not meaningful to gameplay. If battle can be designed longer for a purpose, such as phase changes and challenge-increases as fights go on, that's great. Currently in XIV, and the same was true in XI, longer fights only increased margin for error. Simultaneously the only mechanic that changed was mobs fired TP moves faster (true in both titles as well). In XI this boiled down players limiting mob TP gain and/or using sleeps to control battle flow. While we cannot sleep things effectively in XIV (and I find that a step in the right direction), the other mechanics are the same as XI. Tank movement has seen new emphasis as well, and that's alright I guess.

    In short, longer fights need to be long for a reason. It cannot be there just to wear players out or increase the beat at lower mob HP. Things should be challenging over the course of the fight and spread responsibility of survival throughout the party. No one should feel safe. A balance can be found in there and should be.
    I don't think anybody here has argued for meaninglessly elongated fights. I think most of us argue for a pace that will allow for the strategical deployment of our skills, as opposed to spamming these mindlessly. I think those who argue for "longer fights" really crave for battles, at every level, in which there's a buildup of tension and of possibilities for SNAFUs; battles that constantly tilt out of balance, and are not just a fight against the mindless numbers of mobs some of the current hurdles in Eorzea constitute.

    In addition, a not-fixed pattern of links, more appropriate crowd control mechanics (keeping them, like you suggest, fallible), and a subtly increased margin of error (also your suggestion) would be, no doubt, steps in the right direction.

    R
    (2)

  3. #313
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by Rutelor View Post
    I don't think anybody here has argued for meaninglessly elongated fights. I think most of us argue for a pace that will allow for the strategical deployment of our skills, as opposed to spamming these mindlessly. I think those who argue for "longer fights" really crave for battles, at every level, in which there's a buildup of tension and of possibilities for SNAFUs; battles that constantly tilt out of balance, and are not just a fight against the mindless numbers of mobs some of the current hurdles in Eorzea constitute.

    In addition, a not-fixed pattern of links, more appropriate crowd control mechanics (keeping them, like you suggest, fallible), and a subtly increased margin of error (also your suggestion) would be, no doubt, steps in the right direction.

    R
    Yep yep yep
    (0)

  4. #314
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Yoshi, did you not get this memo!~? ""Because of that, the battle tempo, the speed with which you fight things, and the speed from one battle to the next will be significantly increased.""
    (3)

  5. #315
    Player
    Munba's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,395
    Character
    Munba Lunru
    World
    Ragnarok
    Main Class
    Warrior Lv 60
    Luckly Yoshi didn't read this topic
    (3)

  6. #316
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Rokien View Post
    Yoshi, did you not get this memo!~? ""Because of that, the battle tempo, the speed with which you fight things, and the speed from one battle to the next will be significantly increased.""
    You have no idea how it will actually pan out so how about you just be patient and wait for once? The speed in which you fight things could refer to the actual players, not the length of the fight. The speed from one battle to the next sounds more like less resting time between fights, not the length of the fight.
    (2)

  7. #317
    Player
    Nikita's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,098
    Character
    Her Majesty
    World
    Excalibur
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Munba View Post
    Luckly Yoshi didn't read this topic
    Saw the OP and skipped! Lol
    (2)

  8. #318
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Quote Originally Posted by Nikita View Post
    Saw the OP and skipped! Lol
    Yet you post in here bumping it. Why not just stop posting in it?

    Also, come on, 20second fights!?! YOSHI!!!!
    (1)

  9. #319
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    20 second fights "On what level ranged mobs" 20 seconds for an Easy pray? Decent? Even? Tough? Very Tough? Incredibly tough?

    I say somewhere in the green.
    (0)

  10. #320
    Player
    Wulfgang's Avatar
    Join Date
    Dec 2011
    Posts
    116
    Character
    Wulfgang Amadeus
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Yeah I miss soloing in sea on BLM in XI; those fight lengths were perfect. You had to effectively mix debuffs, crowd control, and damage over a 30-40s period.
    (1)

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