I'd replace the word 'top' with 'coordinated' or 'organised'.
Selling carries doesn't make you top anything, just a lot of gil.



Except lockout in Aion is pass or fail, so it`s even less forgiving than here.


my main grips about the raiding (outside the rope jumping feeling) is the curve of difficulty... let's be honest, the curve is totally bad... if thing was becoming harder progressively you will not have this much people stuck to T5. let's be honest the T1-2-4 are not hard in comparaison of the T5.
- T1 have an ending boss with 2 phase, gears and echo can affect it really a lot. cad hit hard but no One Shoot skill, a group can still make up for some mistake and more important you can have different way to finish this fight.
- T2 the ending boss depend of the way you do it, enrage mode, it's mostly a rush at who gonna die first, you or the boss. the normal way, will ask people to think they way depending of them group. and more important to know each skill of the boss.
- T4 it's a question of organization and train people to follow an order to kill monster. here it's more a coordination check.
and there is the trouble... we do arrive to T5 and... blam the difficulty curve skyrocket. the fight do have 5 phase and most of them have One Shoot skill, the arena itself can One Shoot you. we can feel that Yoshida and it teams have done everything they can for offer a very hard encounter for hardcore gamer. but there we get a trouble... this fight is soo much unbalanced in comparaison of the rest of the T1-5 that it feel like it's not at it place. like said by tons of people before... echo and gears will not make you succes more to that fight, but the worst, is if you don't pass this fight you can't advance.
anyway, all i try to say, it's before change them way to create end game content, they must first focus on master the creation of a difficulty curve more balanced. because right now that the real trouble.
T8 is also piss easy compared to T9, but T8 is still harder than T5.
T5 - T9 - T13 are the VERY FINAL fights of every patch cycle. It's only reasonable that the "Final Bosses" of a Final Fantasy game are extremely overpowered if compared to all the "mini bosses" that came before them.


err... sorry but nothing before T5 train you to avoid Twister, Dive, conflag, dread knight...
T1 normal strategy:
P1: you fight cadeus, and feed him of slimes for reduce him damage. slimes spawn on glowing platform for each player standing on it. the slimes follow the player that did make it spawn, if he go too far the slimes explodes dealing a lot of damage to the people around.
P2: Cadeus, split in two, each must be tanked while feeding them of slimes for avoid them to get too strong. if the tank die, they fuse and the number of stack are added. when one snake die, the other gain extremely fast stack, then you need to kill one and finish the other really fast.
nothing of this is used into T5.
T2: you have multiple skill for the boss that will change in function of what which path you will take, the boss get resistance and get one attack for each sub boss killed on your path.
same nothing in this is used for T5.
T4: here you simply kill wave of monster, you must follow order of kill and get the dps high enough for pass the wave before the..."enrage" time.
same not used in T5.
T5, indeed summarize the use of capacity we use since the start in most of the content of the game... however most of the technique used by twin are totally news. i still remember people trying to figure how worked dive and twister.
difficuly curve work like this:T8 is also piss easy compared to T9, but T8 is still harder than T5.
T5 - T9 - T13 are the VERY FINAL fights of every patch cycle. It's only reasonable that the "Final Bosses" of a Final Fantasy game are extremely overpowered if compared to all the "mini bosses" that came before them.
- Fight A offer a decent challenge.
- Fight B is harder than A and offer a new challenge 20% harder.
- Fight C is harder than B and offer a new challenge 20% harder.
however SE mess up this badly, instead to build the pressure with each fight, they are making each last fight become like a last boss of solo game... but it's not a solo game! the progression into a mmorpg is far different than into a solo game. you can't have a last boss have the difficulty sky rocket like this... more important, and i think it one of the major failure of T5, you can have fight with different phase, but you cant ask player to pass from fight that have rarely more of 2 phase to a fight with 5 phase like this... the progression is really bad in BC, but that normal in a way, this one them first raid at 8. they have admit that this did mistake into it.
an example with BC1:
- T1 hard encounter
- T2 encounter harder than T1 with an increase of the difficulty that can go from 10 to 30% (depending of the road you take and your group and i'm talking of the original strategie without enrage)
- T4 encounter barely harder than T2 it's mostly a dps check.
- T5 encounter harder than T4 with an increase of the difficulty close of the 200%
Last edited by silentwindfr; 11-06-2014 at 06:36 PM.
Yep, T5 was a nightmare indeed....more than a year ago.
Twister and divebombs are now a simple "move away when the boss is casting it". I don't see how this can be made any easier, except making it a "move away when the boss is casting it, or even don't move, who cares, it's not important" thing.


Dive mechanic by itself is not dangerous, it's the wall of the arena combined with it that make it deadly. Twister, i dunno, reduce the damage it deal probably.Yep, T5 was a nightmare indeed....more than a year ago.
Twister and divebombs are now a simple "move away when the boss is casting it". I don't see how this can be made any easier, except making it a "move away when the boss is casting it, or even don't move, who cares, it's not important" thing.
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