Honestly i think this pretty much nails it.
Guildhests were and are perfect for this sort of thing and the lower level ones should have been a mandatory part of the main scenario starting out.
The best solution for this sort of thing is to add more / varied Guildhests that get players accustomed to themes they'll see in endgame encounters; group dodging mechanics, DPS checks, player lockdown / removal, tank swapping, stacks etc.
I don't think players need "save spots" to practice certain fights if they're trained in a large range of varying mechanics.
This better prepares them for future content in the long run when they can enter a fight and say "Oh this has X or a similar move like X in that one Guildhest we did, i know how to deal with that!" rather than "okay guys we practiced X phase on X mob X amount of times, we can finally kill it now"



What if the trainings would not be in the specific dungeon of the boss, but in a trainingsarea. And not exactly the same boss, but another boss from the same type, same mechanic, but weaker and another name.
As a training for primal fights, the training opponent could be an Egi.
And we could call it Skirmish ^^
Last edited by Felis; 07-04-2014 at 03:18 AM.
All primals have a Hard Mode to its Extreme Mode. If you still suffer in Hard Mode for Titan, there is story mode. Just saying.

Show me where you have to do the following in:
Titan HM: Tank swap, tank adds, kill a bomb in order to survive, carefully place gaols
Garuda HM: Tank swap, kill an add with proper timing
Ifrit HM: Tank swap, time nail kills, carefully position healers, actually dodge the charges.

While this is a good idea, the number 1 reason why SE will not do this is
Progression.
If you make content easier to progress into, players will clear it faster. and get bored. then complain that content is too easy or there isnt enough.
Thus players quiting the game sooner, loss of revenue. Losing money is bad.
Its the same reason as why there are lock-outs on almost all top tier content, gates to slow players progression down to keep them playing, and paying longer.

Wiping and restarting is part of progression. Don't want to wipe on phases you already cleared? Then don't lose concentration and make silly mistakes. The end game is easy enough, no need to make it easier.

Elitists are always so charming and helpful. What would we ever do if they didn't exist? *
* (Have some fun maybe, now and then?)

My idea of fun is to have to think in a game. Not what you elitists consider "challenge": everything braindead easy, except some encounters requiring lightning reflexes, no lag and no latency (but still no thought process).
Hell, I'd like you elitists tried to complete a game like Myst 4. THAT was a challenge.
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