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  1. #1
    Player
    CruxisSeptentrion's Avatar
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    Aug 2013
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    53
    Character
    Cruxis Septentrion
    World
    Adamantoise
    Main Class
    Arcanist Lv 50

    More bosses, less mechanics

    This post is in regards to raiding in general (Crystal Tower, Coil, etc.). I believe that some of the community's troubles with content is that the raids are either rendered too easy over time (natural ilevel increase, echo), or are way too difficult for casual/semi hardcore players (Turn 5+, Titan EX).

    A possible solution for raiding (in the expansion obviously) would be to create much larger raids with far more bosses in them (like 10-15), and with the raid starting at a much easier difficulty level and increasing towards the end. This would serve 2 purposes: 1 is to allow a sense of progression within a raid, and 2 is to distribute some of the gear in a better way (cause honestly right now the loot tables are way too large and only having 2 drops per turn per week makes it a bit of a stretch, especially for people that are new to clearing turn 5 now and haven't been doing Second Coil for months already).

    Many of the current coil bosses could have their mechanics pared down and used for other bosses, some of the phase transitions and amounts of phases per fight is completely unnecessary and doesn't really add to the fight. Twintania's final phase for example could have been used for some other boss which would focus on moving out of fire and not covering the entire arena in flames (and the flames could be far more deadly), instead of just having it tacked on as a breather for having beat twister phase.

    In my opinion the Leviathan Extreme fight was perfectly tuned with one main mechanic (the divebombs and boat slamming), and then a dps race mechanic (spumes), and then a control mechanic for tanks (adds). It challenged everyone without being completely overwhelming with phases.

    SE has proven they know how to make good encounters, and over the years they have made bosses with fun and memorable mechanics in previous games.

    What do you guys think?
    (5)

  2. #2
    Player
    Lollie's Avatar
    Join Date
    Apr 2012
    Posts
    625
    Character
    Lollie Ondoreil
    World
    Hyperion
    Main Class
    Lancer Lv 80
    I don't believe the loot tables are to large using your examples. Titan EX has a loot table of 5 items. Non-hardcore content rarely exceeds loot tables of 10.

    Keep in mind coil t1-5 is hard-core content as it stands currently. That is how they originally designed it and they have not modified it off that path, and changing it would give new and upcoming hard core players no hard core content option in that tier of content. Echo is an ilvl disparity tool it does not affect mechanics (outside of having the same as over gearing which you mentioned above)

    Keep in mind the EX primal fights also contain no additional story, spoiler alert they are all "oh no the primal is back and stronger"

    The current casual/semi-hard core system is already in place that would be in the current 3 tiers darklight/myth/soldiery. All of which is easily obtained over time, avoids loot tables (with the exception of darklight now), and on par with its hard core content counterpart.

    Please don't read this last bit in the wrong tone, I can respect what trying to say above. Your request is when broken down asking for the hard core specific toys (status symbol items) without the hard core effort.
    (3)
    Last edited by Lollie; 08-22-2014 at 03:46 AM.

  3. #3
    Player
    CruxisSeptentrion's Avatar
    Join Date
    Aug 2013
    Posts
    53
    Character
    Cruxis Septentrion
    World
    Adamantoise
    Main Class
    Arcanist Lv 50
    Keep in mind this suggestion isn't for the current content. The systems that are in place right now are what they are, a lot of it being because they had to fix the entire game from before. The suggestion is mainly for expansion content and what I'd like to see moving forward.

    With an expansion and level cap increase they have the opportunity to reset gear levels and stats, so there's no reason to move to a more exciting raid approach for the future.
    (0)

  4. #4
    Player
    BazFamrit's Avatar
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    Jan 2014
    Posts
    44
    Character
    Simon Baz
    World
    Famfrit
    Main Class
    Marauder Lv 70
    There already is a stready difficulty progression. It's called low level dungeons. If you notice, more difficult mechanics are introduced with each dungeon you unlock. There's also the guildhests which specifically cover battle mechanics.
    (5)

  5. #5
    Player
    A-Shock's Avatar
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    Mar 2012
    Posts
    266
    Character
    High Quality
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    Let's not make the game easier than it already is.. Not to mention the last thing I want to do is have to wait through 8 bosses for a chance at the drop I want. Let alone be able to auto-attack/AFK and beat him..
    (3)

  6. #6
    Player
    Fornix's Avatar
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    Aug 2013
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    645
    Character
    Fornix Amygdala
    World
    Odin
    Main Class
    Gladiator Lv 60
    Bear in mind that in SCoB the amount of drops has already increased. There's 2 drops on T6, 3 drops on T7, 3 drops on T8 and 4 drops on T9. An increase from what the first turns had to offer.

    Next to that, I don't think it'll truly matter for learning purposes on as to whether a raid has 4 bosses or 7 bosses. For those who struggle, the struggle will more than likely remain very similar. I do think though that for other reasons, general fun of progression through content, more bosses could be nice.

    Which should go hand in hand with a reduction on time to clear the individual bosses. As as it stands now, quite a lot of bosses are stretched in time due to boss HP. In between tactics applied there's a lot of "downtime" of just mindlessly nuking. And if it does turn into a wipe, it's another 10 minutes down the drain. Personally I've always preferred more short-term fast paced encounters to combat that.

    Just a troll boss in between with fairly easy tactics is also always appreciated. Turn 3 was a nice turn in that regard, if it would have offered a reward. Turn 8 comes close, although I think it's probably slightly too complex to truly be regarded as a troll. The gunship battle in ICC in WoW is a nice example. Having downed some more tactic heavy content whilst still progressing it's nice and relaxing to suddenly come by a fight in which you don't really have to think for a change.

    A total of about 10-15 bosses in that is also something I wouldn't oppose to.
    (0)

  7. #7
    Player
    Lollie's Avatar
    Join Date
    Apr 2012
    Posts
    625
    Character
    Lollie Ondoreil
    World
    Hyperion
    Main Class
    Lancer Lv 80
    I understand what you are asking for as future content quite clearly, was just using existing examples just as you did. You are asking for the removal of strictly hard core content in favor of easier "hard core" content.

    You used levi EX as your well put together argument as an example. The issue with that example is there is a multitude of mechanics that would make that fight much harder, which are taken off the table simply by having the tanks stand in their respective corners and point then off the boat. Which is a development oversight in my opinion.
    (0)
    Last edited by Lollie; 08-22-2014 at 04:24 AM.

  8. #8
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Fornix View Post
    Bear in mind that in SCoB the amount of drops has already increased. There's 2 drops on T6, 3 drops on T7, 3 drops on T8 and 4 drops on T9. An increase from what the first turns had to offer.

    Next to that, I don't think it'll truly matter for learning purposes on as to whether a raid has 4 bosses or 7 bosses. For those who struggle, the struggle will more than likely remain very similar. I do think though that for other reasons, general fun of progression through content, more bosses could be nice.

    Which should go hand in hand with a reduction on time to clear the individual bosses. As as it stands now, quite a lot of bosses are stretched in time due to boss HP. In between tactics applied there's a lot of "downtime" of just mindlessly nuking. And if it does turn into a wipe, it's another 10 minutes down the drain. Personally I've always preferred more short-term fast paced encounters to combat that.

    Just a troll boss in between with fairly easy tactics is also always appreciated. Turn 3 was a nice turn in that regard, if it would have offered a reward. Turn 8 comes close, although I think it's probably slightly too complex to truly be regarded as a troll. The gunship battle in ICC in WoW is a nice example. Having downed some more tactic heavy content whilst still progressing it's nice and relaxing to suddenly come by a fight in which you don't really have to think for a change.

    A total of about 10-15 bosses in that is also something I wouldn't oppose to.
    I'm sure raids will see something like the gunship fight in the future. We already have a boss fight that involves a change of ways to kill it in Stone Vigil HM, so I'm sure something else will come along. Although, something like that will most likely only be seen (for raids) in places like CT or whatever the expansion equivalent will be. Thinking about it, we sorta also have that with other dungeons... raid-ish... places like CM, in both trash and boss fights.
    (0)
    Last edited by Welsper59; 08-22-2014 at 04:29 AM.

  9. #9
    why is it always trash > shortcut > boss

    and we know they can make "trash" interesting, see Turn 4.

    design 3 or 4 of those, string them together and have 1 drop at the end of each. instead of say T7 that drops 4 items.
    (1)

  10. #10
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by CruxisSeptentrion View Post
    snip

    They absolutely NEED to increase raid content by the expansion. 4 raids is far far far from acceptable. They don't need to sacrifice quality to do it.

    And as far as the raids being rendered too easy over time. It is because they are tuned WAY too low. People beating T9 without ilvl 105+ should never have happened. Makes it very clear they the events are tuned to be beaten in more like ilvl 100. Which is group gear.

    Loot rate is fine. A full build is 12 pieces of loot. You currently get (ignoring UAT since it is redundant with HA weapon) 12 pieces of loot a week. So in theory you could fully gear a static in 8 weeks (2 months).

    What would be a AMAZING is along with more content (10-12 events) is larger raids. This 1 group stuff needs to stop give us 24 or at least 16. I mean hell it is bad when FFXIV "raids" are even smaller than all the other WoW clones.
    (0)
    Quote Originally Posted by Zantetsuken View Post
    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.
    Quote Originally Posted by kazeandi View Post
    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.

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