

quote for new page, i agree.Encounter design is one of the best things this game does. The very pattern based, very kinetic, very team driven feeling is what makes these types of game shine at cap. If anything we need more of it outside of the end game, that leveling to cap disconnect is a big problem in the genre right now.
When I started seeing examples of FFXI encounter design like it was something to be lauded my eyes just kind of glazed over. I liked that game, for what it was, back in 2005 but there is nothing to learn from it in terms of combat, mechanics, encounters, etc. It was and is a vague and awkward EQ-like with all of the nonsense that comes with that dark ages design methodology.
There are plenty of things this game could use like better itemization, more options and venues for gearing and customizing... Looking back at the dark age of the genre where difficulty was solely fueled by timesinks and vague, almost superstitious nonsense is about the last thing we need to be doing right now.
edit: I disagree with OP, while the endgame content are mechanic heavy they aren't very strict or even punishable and you can reasonably prepare for them if you practice enough or done your homework.
Last edited by Dano; 06-05-2014 at 02:59 PM.
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