I don't find memorizing patterns fun at all. Having them as scripted as they are just makes me want something like a deadly boss mods add-on that can remember it for me.
I don't find memorizing patterns fun at all. Having them as scripted as they are just makes me want something like a deadly boss mods add-on that can remember it for me.
The benefit of the scripted fight is that they can tune it to a really challenging level. If bosses used abilities randomly I can guarantee that the developers would have to tune down the fights in difficulty considerably to account for the random factor and I think the challenging factor of fights like EX titan would be lost.
There is a reason why its challenging finding 7 other players that can do the fight because its a challenging fight for the majority of the population. I can better describe what I mean by challenging. Titan ex is a wipe if people make 1 or 2 mistakes (most often even just 1 unless people are considerable over geared for the fight). If they made the fight random, they would have to tune it so people could succeed with even 5-10 mistakes.
Last edited by MomoOG; 01-30-2014 at 04:43 AM.
The thing is, we're playing the roles of healer, tank, and dps, which makes our activities very predictable. We are not able to dynamically switch rolls in combat to adjust to a boss whose tactics can change on the fly depending on what we do. A tank is stuck doing tanking stuff and a dps is stuck doing dps stuff. A boss that can recognize this would wipe the floor with the entire group unless you could change jobs on the fly in the middle of combat. By the way, that would be awesome if we could change jobs on the fly during combat (making it a little more like ffx-2 I think), but it would require a massive overhaul to how combat works in the game. I mean on the level of a full expansion pack.
If they made the attacks random, people will come here to whine when a boss randomly decides to spam an attack for some reason, making it impossible to beat. Or they'll whine when it spams stupid moves making it too easy. You know it will happen.
Actually, after reading this board since the game came out, I'm convinced no matter what SE does, people will whine. They could genetically engineer moogles in real life and give one free to every subscriber, complete with lifetime amount of moogle food, and people would whine about how they won't stop saying kupo, they don't say kupo enough, that they don't say kupo at random intervals, that they basically made their plushie moogle they own pointless, and that it drinks all their wine.
no, memorizing fight feels like memorizing text book just to take a test.
I've said it before, so I'll come in here and say it again.
I suck at recognizing patterns. It also takes me a very long time to get movements saved in muscle memory. This makes it very difficult for me to find any fun in any of the fights available in ARR.
I miss not just random fights, but the 1.23 battle system. Abilities that lasted longer than 10 seconds or less, abilities and flexible skills that allowed you to think, plan and use actual strategy for boss fights.
In all honesty, I probably could get to the point where I learn the fights well, but considering just how much practice that would involve, I don't see it being worth the time investment. I'd rather learn how to build a database than run a fight every day, a couple of times a day for a week or longer in order to get the rotation, then do it all over again for the next fight.
I miss having to think and plan your method of attack. I played dark knight in FFXI, and I was one of the very few drks I knew that wasn't dead all the time. One time, my husband was with a group in Sea, and every single time I looked at his screen, their drk was dead again. ><
Bring back the necessity to think and plan strategically. As it is, ARR feels like an fps disguised as an mmorpg.
I think scripted fights have their place... But I feel like they may be over-doing it some. This game makes me feel like I'm playing "Simon Says" sometimes.
I've seen GREAT players die in trivial fights like Garuda NORMAL because they simply forgot the script. In a lot of ways I feel like they are removing skill and instead forcing muscle memory on us. Those of us that have a lot of time to play but very little time to play seriously... That's hard to deal with.
I agree that they are using the "simon says" method of designing fights way too much, hopefully the upcoming leviathan fight takes some "random" elements into play to keep the barge leveled out. (i.e. player position, direction of incoming damage etc) Im not saying to completely remove things from the "simon says" formula, but to incorporate some "randomness" within even said systems, specially in a game that uses telegraphing for incoming attacks.I think scripted fights have their place... But I feel like they may be over-doing it some. This game makes me feel like I'm playing "Simon Says" sometimes.
I've seen GREAT players die in trivial fights like Garuda NORMAL because they simply forgot the script. In a lot of ways I feel like they are removing skill and instead forcing muscle memory on us. Those of us that have a lot of time to play but very little time to play seriously... That's hard to deal with.
I don't think its a "bad" system in itself (i.e. titan ex should prolly stay "simon says" style), but it will lead to every fight taking the "same" method of learning to clear. (idk if this was just a bug during beta or intentional but i remember the dragon boss in brayflox would go ape shit and range attack if the tank avoided every poison breath, or if tank took the poison hit a least every once in a while the ranged attacks were minimal. just mean little things like that, they really do go a long way)
Last edited by Gumbercules; 01-30-2014 at 06:16 AM.
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