Observation: Titan Ex is 100% predictable. After heard phase does the exact same rotation in the exact same order every time, only harder than Twintania because of the coordination required and the small fight zone.This game heavily relies on Instant Kill Mechanics to make content difficult. Titan is the only fight IN THE ENTIRE GAME that has the possibility to completely remove you from the fight. On top of pretty much every action he does being an instant kill.
Constant dodging is not only trivial, but frustrating when if you screw up one time your done. I clear twintania weekly, and even twisters aren't as punishing as landslide. Sick of this being considered "fun" Content when half the people have difficulty getting out of ridiculous plumes. Please stop with all these instant kill mechanics that are way to over punishing.
new games are so easy : /
If SE wanted you to no-brainer farm content they wouldnt impliment stuff that has been in the FF game line since FOREVER. Less bitching more not getting hit by aoe's.....
I think it has it's place, to say it's a horrible design and the fight is terrible is going a little far. Especially when so many people enjoy how intense and do or die it is. Do I wish that all fights are like primal fights for the future? No, I hope there is more diverse strategic content as well, but it definitely has it's place and I love it!
You're desperately seeking decisions that are not there.
Gaols, apart, and i credited the "where does the healer go" already.
You bait landslides by.... wait for it... stack > move > stack.
You don't have a bunch of freedom to decide tank swaps. Magic number > swap.
Split DPS on gaolers... wait what? I suppose you might end up with all melee, somehow, especially in PUG, but have you seen how fast they die to even one DPS?
Which bomb... > move > stack. . . the one you stack on.
Use tempered will if someone screws up and gets you targeted with an unavoidable landslide.
For the sake of this silly argument I think it's reasonable to define a choice as a situation that has multiple correct but distinct solutions. Breaking out healer first vs. a DPS is such a choice. As are all the other choices I listed. You can simply say "everyone should do it <this> way therefor there are no choices" but I can say the same about Twintania.
lol gotta admit the back and forth in this thread is pretty fun to read
Last edited by HumsterMKX; 12-30-2013 at 08:20 PM. Reason: I Jinxed it..
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Titan fights, NM/HM/EM are fun. not sure what the fuss is about. Pretty sure Demon Wall also has this mechanic. So it's not like it's a lone task.
guess you are just bad, with the latency changes it's actually easier to dodge in extreme than it was in the hard mode
Ok so I want you to imagine that you are watching a movie. You finish the movie and decide to watch it again. This time, however, the movie is sped up a little bit so events occur faster than what you remember the first time you watched the movie. So, when you expect something to happen in the sped up movie, the only reference point you have is your previous experience with the slower movie. Therefore, you can make an informed guess as to when something is going to happen in the sped up movie but you are not 100% sure.
I feel this is the disconnect we are experiencing. This delay is the sped up movie. I GENERALLY know what is going to happen next but, due to how the server works, I am not 100% sure of when it will happen. I have a vague idea. Even though I know something is coming up, I still need to be ready to react instantly because it could either be behind the expected value or ahead of time.
You are right when you say memory plays a part in this. But I believe you are incorrect if you say reaction is not involved at all. It's like you completely ignore the memory aspect and assume that people will have no time to react as a result.
Let me give you a great example. Familiar with Twintania? There is a section of the fight where she flies up in the air and everyone has to stack (stacking in Twintania? crazy I know). After a brief moment, a random person gets an icon over their head and you must MOVE from your spot or you will get hit by her divebomb. She does this three times and then spawns three snakes for you to deal with. You have a brief window till she comes back down and does another set of divebombs. This window is substantially larger than the first set of divebombs.
So, you have memory of this attack because you've seen it in the past. You could even make a macro or use an application to tell you when she is about to come down for the second wave of divebombs. But before all this, the method I used was to simply zoom in and look/listen for the icon to appear above the players head and then move. If your reaction was slow, you would get hit by a divebomb.
This should tell you that there are mechanics in this game that rely on reaction time. Some may argue that there aren't any in Titan because he is scripted but the fight doesn't always proceed as planned. Sometimes you need to improvise...which is what Kettle was getting at. If you memorize his pattern, great: you know how to do the fight without thinking IF everything goes perfectly. What happens when it doesn't? Can you adapt? Will you have the reactions to cover the slack when things go awry?
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