I can't remember if I ever replied to this thread but I'll just throw this in:
Mechanics in boss battles suck. I truly hate it. Its turned FFXIV into button mashing arcade game.
No thanks.



I can't remember if I ever replied to this thread but I'll just throw this in:
Mechanics in boss battles suck. I truly hate it. Its turned FFXIV into button mashing arcade game.
No thanks.
Every game has mechanics. Is what makes them games. Maybe mechanic wasn't the right term to use there? Maybe say that you hate mechanics that instantly kill you or something like that. Just saying mechanics in general on a boss battle suck is a strange thing to say.
Last edited by Edli; 09-11-2014 at 10:25 PM.


I think the point Quesse was making that the way the mechanics are implemented in FFXIV suck.
Its basically playing Simon. Memorize the pattern (which never changes so we're already worse off than Simon), move to the spot at the right time while spamming a macro to do DPS.
Randomized mechanics would be far more engaging and entertaining, but that would require thinking and not be something people could faceroll, so the majority of players nowadays would never support it. Those of us who grew up on older MMO's and know what a real challenge was back then compared to the cakewalk MMO's are today though, would likely welcome a chance to get back to some of the old ways here and there.
You know, to earn the drops rather than pretty much have them handed to use for doing a pre-ordained step by step dance.
MMO players today have it sooooo easy, and yet whine they've got it "oh so bad". Pfft. No you dont.



Been playing MMO's since early 2000's and the only thing that made older MMO's more difficult was that consequences were more severe, much more grinding, and the amount of work needed to complete the simplest of tasks.
I don't believe the challenge to players would be different at the end of the day if bosses were random. A lot don't even know the patterns and just know what to do when they see a certain mechanic. Also, if people have it so easy, why are there not more T9 winners? I mean, you only have to memorize a pattern, right? The pattern is only the back bone. You need a tank who can time and utilize his cooldowns correctly, DPS who not only have to adjust to the mechanics but be efficient in DPS at the same time, and so on.
Last edited by Velhart; 09-11-2014 at 11:06 PM.


To the 2nd point 1st since it leads into the 1st.Also, if people have it so easy, why are there not more T9 winners? I mean, you only have to memorize a pattern, right? The pattern is only the back bone. You need a tank who can time and utilize his cooldowns correctly, DPS who not only have to adjust to the mechanics but be efficient in DPS at the same time, and so on.
These events are tuned to sub ilvl 100 at optimal play. So sorry but tanks being amazing at cooldowns and DPS being awesome is not a requirement with ilvl 110 which is achievable without ever stepping foot in raids which brings me to the 1st point....
Why aren't there more people clearing T9? The better question is Why would you clear T9 at all? There is next to no motivation for anyone beyond hardcore raiders to do it. It is childs play and tuned for the SUPER casuals. But why would the super casuals bother to learn the DDR moves when they can just afk in town until a hunt spawns > port out > and be handed raid loot.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.
I've been there in the old days. The challenge on those games used to be on other things not boss fights. On the fact that it took ages to level, that you could lose XP and gear if you die. That getting to the boss was a long and dangerous trip. Sure they had their charm but when it came to boss fights they were pretty boring and I don't miss it. They just weren't very interesting fights. Just sitting there for hours and dpsing is all I remember. On those games gear was king.


Skill mattered a lot too back then. Ask anyone who remembers pulling in the Plane of Hate or Fear back when EQ was still new....I've been there in the old days. The challenge on those games used to be on other things not boss fights. On the fact that it took ages to level, that you could lose XP and gear if you die. That getting to the boss was a long and dangerous trip. Sure they had their charm but when it came to boss fights they were pretty boring and I don't miss it. They just weren't very interesting fights. Just sitting there for hours and dpsing is all I remember. On those games gear was king.
Raid pullers who could do it and do it well were looked up to and always in demand.
Back then when you got a drop, you seriously feel like you earned it. Now its more like "Oh, you showed up! Here's a relic!".
The raid/boss fights in FFXIV are like Square Dancing events, the only thing missing is the Moogle on the side with the record player and megaphone calling out the steps.![]()



Razorgore will always be my favorite, and i have always referenced that as my example of "classic" MMO raids. 40 monsters (orcs and dragonkin actually) on the field, some being kited by hunters, some being CCed by mages/rogues, and the rest being killed by damage dealers. ONTOP of that, one player is mind controlling the actual boss, trying to destroy eggs as fast as possible. After all that, the boss finally aggros and must be killed. It was truly an endurance test based on players mental stamina and their character's as well, like one poster mentioned... instead of some arbitrary rage timer. Everyone had to stay focused, use their utility skills and knowledge how to play, and do their job during the fight to pass phase one. However, unlike FFXIV, you could still pull off a win if half the raid (20 people) die and you are still good enough to push out damage, heal the tank, and keep aggro. Unlike XIV where 1 person dieing == wipe.Skill mattered a lot too back then. Ask anyone who remembers pulling in the Plane of Hate or Fear back when EQ was still new....
Raid pullers who could do it and do it well were looked up to and always in demand.
Back then when you got a drop, you seriously feel like you earned it. Now its more like "Oh, you showed up! Here's a relic!".
The raid/boss fights in FFXIV are like Square Dancing events, the only thing missing is the Moogle on the side with the record player and megaphone calling out the steps.
Oh yeah, and this was the first thing you see entering BWL. You don't get to even explore until you beat me, the giant rooster block lol.
Last edited by Magis; 09-12-2014 at 12:08 AM.
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