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  1. #1
    Player
    Mugiawara's Avatar
    Join Date
    Jul 2014
    Posts
    1,460
    Character
    Yoku Dekimashita
    World
    Faerie
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Nektulos-Tuor View Post
    Thats not really true, there is a lot of pie thrown at you in the entire game. Coils do not equal every single part of the game, lots of the game's mechanics are "You must do this, or something bad happens." I have done a lot of the extreme modes. They are really fun fights!

    A lot of low level mechanics are the same.
    Extreme Mode's are the same as normal dungeons and coil.
    You're still dancing to the beat of the drums.
    Walking contradiction here lol. I just don't think people here can handle random stuff, or
    types of punishment because people try and exploit the system and bypass it.
    I think...Allagan's Rot was something cool? Never met the thing. I'm all in for variety though.
    Quote Originally Posted by Iromi View Post
    If they fix team jump rope I will be very pleasantly surprised :x
    Stupid question, but what is "Team Jump Rope"? I think I know but not too sure.
    @Itaru: I thought so, thank you for the clarification!
    (1)
    Last edited by Mugiawara; 04-20-2015 at 11:43 PM.

  2. #2
    Player
    ItaruKarin's Avatar
    Join Date
    Mar 2014
    Posts
    95
    Character
    I'taru Karin
    World
    Ragnarok
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Mugiawara View Post
    Stupid question, but what is "Team Jump Rope"? I think I know but not too sure.
    Basically, it means that if a single person fails, everyone fails. Just like jumping rope with other people, if one persons fails and grab the rope, everyone will fall.
    (2)

  3. #3
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by ItaruKarin View Post
    Basically, it means that if a single person fails, everyone fails. Just like jumping rope with other people, if one persons fails and grab the rope, everyone will fall.
    In all fairness, this is a damned if you do, damned if you don't situation. Sure, we can argue that 2nd Coil had a lot of mechanics that took only one person to mess it all up. Final Coil however is the much lesser extent of that. The game should have it so that everyone has an understanding of the mechanics. If not, then we have an extreme on the other side of the fence, where the fights can become too forgiving and the value of the fight decreases.
    (0)

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Velhart View Post
    ...
    I think this was what the OP translation was pointing at; the fights in SCoB ended up being so mechanically focused, that theres really not much room for any players. Experienced players get bored at the tedium and the casuals get walled by it due to the amount of coordination they need with 7 other players. I mean at some points, I justl ook at some of the mechanics and some of them break my willing suspension of belief when it came to the fights (such as a renaud instantly one shotting you with an auto attack. Like literally it's an auto attack, not a named ability like Terminal Sting)

    FCoB imo is how the fights should be. You have the mechanics, but you also have the high numbers where everyone needs to be spot on with their roles whether it be tanking (CD management and snap aggro), healing (topping everyone off and pre-emptive heals with mp management), dps (enrage timers and add spawns), and overall understanding of the fight (mechanics and reducing incoming damage). It also makes gear/echo meaningful because these sort of fights would become easier as you have more buffer room with hp/damage/mana.

    T13 is a perfect example of this; If you're not topped off or have damage mitigation, dps will die to 6k megaflares. Tanks need to be spot on with their cooldowns or swapping for HG when dealing with akh morn. Huge dps check on phase 3 to make for a clean transition. Then you have mechanics to deal with such as managing the megaflares, the towers and flare stars. Got a bit of both worlds rather than being SCoB-esiqe and focusing entirely on the mechanics.
    (0)
    Last edited by RiceisNice; 04-21-2015 at 01:02 AM.

  5. #5
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiceisNice View Post
    snip
    So wouldn't this mean that SE is going in the right direction? It does seem like a lot of the feedback given is making it's way to Heavenward.
    (0)

  6. #6
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Velhart View Post
    So wouldn't this mean that SE is going in the right direction? It does seem like a lot of the feedback given is making it's way to Heavenward.
    IMO, I'd say so. The fights in FCoB are done in a way that it naturally gets easier as time passes without making drastic changes to it. I mean if you look at SCoB, the mechanics were what made the difficulty, not the number requirement. But because the actual difficulty was so hinged on those mechanics, the only way to make it easier was to change the mechanics itself (which becomes a problem of nutering it since that's really its only source of difficulty).

    With FCoB, the difficulty is still there since it was mostly because it involved getting the numbers and having people be able to perform the role. The concept of the fight and its original mechanics (which is not so heavily focused this time around) is left intact, and infact you can simply disable echo or enforce your own ilvl restriction to maintain it.
    (0)

  7. #7
    Player
    raelgun's Avatar
    Join Date
    Aug 2013
    Posts
    782
    Character
    Thendra Cyril-gun
    World
    Zodiark
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Velhart View Post
    So wouldn't this mean that SE is going in the right direction? It does seem like a lot of the feedback given is making it's way to Heavenward.
    It means the base fights have gotten easier, would you say gotten easier is the right direction?

    The worst raiding tier was dragon soul in WOW and the main reason was because it was the easiest tier pretty much blizzard ever made and people just did not have fun very much.

    End of the tier and expansion signalled the worst subscriber loss in its history.
    (2)

  8. #8
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by raelgun View Post
    It means the base fights have gotten easier, would you say gotten easier is the right direction?

    The worst raiding tier was dragon soul in WOW and the main reason was because it was the easiest tier pretty much blizzard ever made and people just did not have fun very much.

    End of the tier and expansion signalled the worst subscriber loss in its history.
    It depends on your context of "easier". It's definitely not as focus oriented on mechanics that will one shot you for tripping.

    The amount of times my group wiped in T13 because "they weren't topped off" is much more numerous than dying because "they moved during blighted".

    In the end, I've never really revisisted the SCoB fights even before hte nerf because they just weren't fun for me. There was no sense of urgency in doing my role when it came to dps checks, just watching for some marker to appear over my head.
    (0)