I overall do agree with gating fights kinda like T5 does with T6+, but not keeping them gated forever. The purpose of the gates is to make sure people learn how to play well enough that they have a chance in the next tier, but as time goes on, these gates become frustrating obstacles for obsolete content that very few people run. I think the best timing to remove the lockout on T6 would actually be 1 patch before T6 gets nerfed so that everyone who is so inclined may try T6+ as is before everything starts getting wonky with echo.
Questing is like participating in an Old Spice Commercial - Talk to me, talk to him, talk to me, talk to him, Now Talk To Me...Sadly, you are not done, back to him, look there, its that mob I never liked, back to me, back to him...I'm in the Waking Sands.



Here is a weakness in many of the arguments presented here about difficulty of the fights and learning the 'mechanics.'
The fight mechanics in this game are almost exclusively based on very specific patterns.
Learning one pattern does not prepare you for the next fight. The next fight will have a different pattern.
Once you learn the rotation for your job, the rest is memorizing the different patterns for each and every fight, and reacting to them quickly enough to move (or pre-emptively). When put that simply, yes, that makes this game very 'easy.'
Easy, but not at all forgiving. One mis-step, one mis-remembered pattern, and one player dies because there is no room for forgiveness in these fights, in many cases, even with the echo.
This thread has come up many many times before, and I agree with the OP only when it comes to Coil. Extreme primals need to stay difficult. I already know I'll never do those fights. Coil needs an easy, without loot mode so we can participate in the story. Please do not insult me by telling me to go to youtube, please.
And you know what the next topic will be then?
"Why does some no-lifer get loot but not me when we do the same content and i pay the same amount every month"
For all that is holy, do NOT go the LFR route.


exept T5 is not hard, but ask to know perfectly all the pattern of the boss like... well all the fight of the game. no difficulty there outside have 7 other people that know the fight like you.
DF is not something you must use for training, i found it soo much stupid... how can you train efficiently with different people all the time... how can you become better if each time you have a new group? this fight ask your group to dance together... one person that mess up and it's over... you can't expect to have a whole group in DF that know all this freaking pattern that make this game boring as hell!
because that the real trouble of FF14, the fight mechanic are soo dumb... why make us do dance instead to fight monster? when you know the pattern perfectly you can simply put your brain on the table and do it in auto-pilot... not because you are over-equiped, but because if you follow the pattern the fight it's beaten everytime!
anyway, why T5 is still a trouble? because it was artificially make in a way to be harder, the dive, twister are a perfect example of it. ohh and a lot of people that pass T6 find it way easier than T5 then stop to come say, you will not pass T6 because you can gather 7 other people knowing a dance.
we have get that the raid guild around want instant gratification win with no real difficulty outside dance together... not need to be hard with other person pointing a flaws of the game.
Another part that I'm missing in the list of the arguments. Everyone tells "learn the mechanics" and "learn how to dance".
But there is another part, a very importent part, that is missed all the time: Everyone of the 8 ppl must also do the same dance.
Keeping T5 as example.
It begis with fireballs. There is not one way to camp for fireballs. Some make 2 fixed groups. Others do OT+pet camp. Next one build one grp behind twintania and eveyone else has to watch out.
Divebombs. There is the hole most ppl use to dodge divebombs. There are also ppl that dodge them within the field (like it was designed for).
Twister. There should be a plan where everyone has to stay. Nearly every group whith that I was there did different positions for the players.
Last phase. There is the standard tactic and the "easy" tactic with keeping Twintania on top of her last neurolink and OT goes into it till the fight is over.
If you get together with random ppl, there is no guarante that everyone is knowing and doing the same tactics as you. It is not enough to know the fight and the tactic. Everyone must do the same tactic to be successfull.
Last edited by KarstenS; 08-04-2014 at 07:35 PM.
You use this little thing called communication. Instead of the tank just pulling with only 1 or 2 people saying "hi". Party should organise and decide on which strat they are going to use before the pull. So everyone is on the same page.
It's not complicated ^_^
A little communication saves a whole lot of headache and derpyness.
it comes down to the same, if you are the only one communicating there is little you can do other then ask/answer yourself to yourself.You use this little thing called communication. Instead of the tank just pulling with only 1 or 2 people saying "hi". Party should organise and decide on which strat they are going to use before the pull. So everyone is on the same page.
It's not complicated ^_^
A little communication saves a whole lot of headache and derpyness.
To dance it takes two people...to play any dungeon it takes between 4 to 8 people even 24 people......in DF you can only do your best and hope the others can too, which is why there are so many fails but then failing is also a way of learning. People just need to use respect. I noticed something though, early morning (euro morning) people are very curteous to each other much more then late evening (euro evening), at that time people are just plain rude and insulting...strange the difference
Mei
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