


* 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)
Yeah, this game doesn't need an impossible boss. It could use a boss that actually takes players a while to be able to take down though. Remember when Kirin and Dynamis Lord were ridiculously hard?
It is. It was designed to be killed based on a gimmick players never figured out. Pandemonium Warden is another super boss that took a bit to figure out how to properly kill it which people are killing it very "quickly" especially post cap raises. (And all they did to adjust PW was cap the fight to 3 hours max and take off a few forms, it's still at its original strength.)



Not very well versed in wow raid boss history so i will have to take your word for it.I'm sorry, but no. The last thing we need is another mishap like absolute virtue. That was probably the only time I've ever felt true hatred for a team of developers. Specially after seeing how they reacted to any mention of AV.
There's a difference between a boss that is overtuned to a point it is nearly unbeatable by the best raid comp (C'thun, pre-nerf M'uru) and the crap that was AV. What I want is a well-balanced encounter that can be downed after some practice. Not something to wipe on week after week with nothing to show for it other than repair bills and the task itself turning into a chore.
Perhaps i was hasty to invoke the name of the nm who shall not be named. Perhaps i am tilting at windmills here, but my point still stands and your more then welcome to disagree it. But a Final fantasy game with out optional things that will hand you your rear until you figure it out and get your strategy down pat is a hollow one.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain



Long Story Short: C'thun was overtuned when AQ40 hit live servers during vanilla. Even with a perfect raid comp, perfect gearing and legendaries, you still could not beat him. If memory serves, the world first kill did not happen until he was actually nerfed.
M'uru in Sunwell Plateau was a similar story, though that boss was beaten. It required a perfect raid comp and flawless play (and no one DC'ing). Once the top 2% got their fill he was nerfed so that more guilds could down him and make it to the final boss of the instance. Pre-nerf M'uru was and still is a measuring stick for how well a guild handled raid encounters.
Here's the problem: this works in console FF games because most of those guys are there for bragging rights for the most part.But a Final fantasy game with out optional things that will hand you your rear until you figure it out and get your strategy down pat is a hollow one.
That doesn't fly in an MMO because you need the gear carrot-on-a-stick to get people to do anything. I can concede in the event that it is something completely unrelated to storyline content with plenty of alternatives to whatever they may drop (AV happened to drop the best haste belt in the game amongst other goodies).
In the end, it could be that what I consider hard is different from most of the stuff cited from FFXI. People say Kirin was hard, whereas I say Kirin was a poorly-designed boss that had to be kited to be killed because otherwise he did too much damage. No interesting mechanics, no abilities to watch out for. You just kited Kirin, used WS once your DPS slept to 100-300 TP and you were done. Fafnir was the same thing, leaving the damage to your black mages and monks spamming chi blast while your DPS played cheerleaders because you had to avoid giving Faf TP. Even divine might was basically a bunch of stuff thrown together and leaving the players to figure out how to get around the mechanics rather than take the encounter head-on (hence why super tank and 18 BLM method became so prominent).
To restate my other point, you can make stuff reasonably challenging without making it all timesinks.
* 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)
I hope this game becomes a lot like FFXI. A LOT LIKE FFXI.


I wouldn't mind an AV in XIV, though I would like it if he roamed the world. Like how Deathwing in WoW dare I say it roams the world and if you are somehow in that same zone he kills you.
Ps: Those people that got sick from fighting AV, they just couldn't take that level of IMMERSION!.
AV= Absolute Virtue?I wouldn't mind an AV in XIV, though I would like it if he roamed the world. Like how Deathwing in WoW dare I say it roams the world and if you are somehow in that same zone he kills you.
Ps: Those people that got sick from fighting AV, they just couldn't take that level of IMMERSION!.


Yes, Article Click Me.


His quote made me lul.Yes, Article Click Me.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.





