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  1. #1
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Thorauku View Post
    So what exactly happen in v1.0?
    Basically like a lot of FFXI encounters (since it is the same team after all) a lot of XIV 1.x encounters wasn't always predictable, some had time/hp etc based triggers but before then they never did the same thing every single time - For example, Garuda ARR you know her teleport pattern like second nature, she'll always go to the same spot each time, in 1.x, it was always different and you had to be on your toes in order to dodge it (which is why you may see old time players mention looking at the minimap), which is why "skipping phases" wasn't just for speed purposes..it was for survival. 1.x you can get the patterns down, but the way they did their attacks weren't always the same.

    Another example is Darnus's fights - He can either be cheap and try to destroy you with his AoE back to back along with lasers back to back, or he can be easy. Kind of like how every FF RPG has been before it. ARR is definitely more like generic MMOs now rather than FF style encounters which some may or may not like.

    In ARR you can almost guarantee when they add in Moggle Mog you won't get the random hate rest and random people getting targeted for fluffy rape, it'll be more like it'll always target the tank. There's nothing inherently wrong with scripted encounters, but in comparison to the "horrible 1.2x" ARR seems like a downgrade rather than an upgrade in this regard.
    (4)
    Last edited by Tupsi; 11-06-2013 at 11:30 PM.