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  1. #1
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Pibz View Post
    2. Knowing your class inside out(so that you have your job in muscle memory for example..)
    That in no way means the mechanics are hard.

    1. Memory
    Most fights you don't need to memorize. Could change in the future though when more fights are added.

    3. Being able to execute a number of mechanics which differ greatly from fight to fight(reaction time, not panicking, recovering from medium mistakes)
    Those aren't either mechanics.

    Also, I did not say all mechanics are that easy, just that the majority is the standard "walk out of marked area". And to me personally, that is easy.
    (1)

  2. #2
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Quote Originally Posted by Amberion View Post
    That in no way means the mechanics are hard.



    Most fights you don't need to memorize. Could change in the future though when more fights are added.



    Those aren't either mechanics.

    Also, I did not say all mechanics are that easy, just that the majority is the standard "walk out of marked area". And to me personally, that is easy.
    So first people fail mechanics because they don't know their role well enough and have to look at their hotbar, now it doesn't make it any harder, ok.
    But i'm tired of arguing over this kind of stuff so..
    What would make it harder, having gear matter more?(this is horrible design) More complicated mechanics?(this thread is full of people saying that 95% can't deal with the ones we have) More randomness? I'm honestly asking what you would like to see changed.
    I for one would like a bit more controlled randomness(if that makes any sense), but the issue is it would only make the ones failing in the current easy, as you call it, mechanics have even more troubles with that system.
    (0)

  3. #3
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Pibz View Post
    So first people fail mechanics because they don't know their role well enough and have to look at their hotbar, now it doesn't make it any harder, ok.
    Let's say it like this. Is reading hard a book hard? Now someone comes and shakes the book, does it make reading itself hard?

    Bah, what I mean is that it's an outside factor that influence it, not the mechanic itself. Hard time to conveying my thoughts here.

    What would make it harder, having gear matter more?(this is horrible design) More complicated mechanics?(this thread is full of people saying that 95% can't deal with the ones we have) More randomness? I'm honestly asking what you would like to see changed.
    I would like for my in-game character to have the most impact on if I win or lose a fight. As for the bold part, not completely it isn't. This is a RPG where stats and abilities should matter more then your Dance Dance Revolution skills.

    Me personally if I was a dev, I would focus more on buffs, debuffs and enfeebles. Unfortunately though, their is no true enfeebling job yet in the game.
    (6)

  4. #4
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    Quote Originally Posted by Amberion View Post
    I would like for my in-game character to have the most impact on if I win or lose a fight. As for the bold part, not completely it isn't. This is a RPG where stats and abilities should matter more then your Dance Dance Revolution skills.
    It already does enough, but how does having more gear make things easier(which it already does, you can shorten phases which when prolonged can complicate things a lot) make it a better show of skill than actually dealing with mechanics that hurt you regardless of what ilvl your gear is(and not talking about big red aoe mechanics either)
    Now as for usage of buffs and character skills being important it already is in current content, if you decide to use the abilities that give you burst damage at the wrong time you're going to cause your raid trouble, same if you use your defensive/healing cooldowns wrong.
    However increasing the importance of buffs and debuffs on top of what we already have is definitely one way to make things more interesting, but again if people already fail on "just move" mechanics how would that be any more acessible?
    (0)