Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 79

Hybrid View

  1. #1
    Player
    Kikosho's Avatar
    Join Date
    Mar 2011
    Posts
    471
    Character
    Shanoa Varhara
    World
    Excalibur
    Main Class
    Samurai Lv 90
    People complain about fights being just mindlessly knocking out their rotations.
    People complain about fights punishing them for mindlessly knocking out their rotations.

    But-t.. but.. mah deeps!1

    Quote Originally Posted by Urielparadox View Post
    Coil 2 punishes you greatly for being over geared.
    I beg to differ. Coil 2 becomes -much- easier when you overgear it. Echo will make it even simpler.
    (0)

  2. #2
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    I've noticed this issue myself. It's...really interesting and one of those things you can't plan for too well. Against Leviathan I actually had to stagger my DPS because we were phase changing faster than the tank's CDs could cycle.
    It also preys upon power disparities within a group, especially PUGs.
    (1)

  3. #3
    Player
    Kaethra's Avatar
    Join Date
    Oct 2013
    Posts
    1,059
    Character
    Kaethra Tatrinae
    World
    Leviathan
    Main Class
    Conjurer Lv 70
    This is one of the reasons I support rebalancing mechanics so they are randomized instead of patternized.

    This way players aren't learning patterns and orders that can get jumbled based on gear. Like I said in another thread, if you do the same fight with the same players with the same gear, they could do their rotations and movements in a macro as the fight would never be different. But toss in some better gear and it throws off the 'clock'. With the mechanics randomized, it would be on the players to use class skills in a way to deal with the fight mechanics as they happen and put the skill on the players means to play their class, not just the individual mechanics themselves.

    We'd still be dodging attacks, cleansing effects, tank swapping, clicking X object when Y event happens ect. But we wouldn't be doing them at the same time or percentage of every fight.

    For another level of complexity, bosses could react to something the players do. Such as a limit break, mass amount of damage in a short amount of time, or lulls in fighting. Something similar to how previous Final Fantasy games have done. Maybe even in ways where the party could trick the mob into doing it at certain times (that the party could choose) and prepping for it so that it isn't as devastating.

    Wouldn't make the fights easier or harder. Just different. And of course I wouldn't change ALL bosses like this. Maybe some would be a bit more 'routine' like we have them now. Just to change it up a bit.
    (7)

  4. #4
    Player
    ruskie's Avatar
    Join Date
    Aug 2013
    Posts
    1,966
    Character
    Asny Rak'nys
    World
    Cerberus
    Main Class
    Bard Lv 70
    The way I've seen so far a lot of the fights are focused on controlling phase changes anyway as a part of the fight. Better DSP just means you get better control though. You can play it to your advantage. I don't bother learning the patterns I go and understand the mechanics so that I can react to them.

    Example: divebombs... nearly everyone will just go into the dip and run out without really understanding what's going on... I will on the other hand be there but also look at twin in case something does go wrong. So I see her facing inward... ow time to run a different way to dodge it(this can save you at time if someone is to high).
    (2)

  5. #5
    Player
    Andres_Lonegrief's Avatar
    Join Date
    Feb 2014
    Location
    Limsa Lominsa
    Posts
    271
    Character
    Andres Lonegrief
    World
    Ragnarok
    Main Class
    Arcanist Lv 80
    I think they just need to add a level sync for old content: high level dungeons and trials.
    However, being able to control your own DPS, knowing when to stop and when to push .. I think they are interesting. In a static, it is what makes the difference between a good group and a normal one .. it shows the party has good communication and cohordination skills. Plus, it shows you really can master your own job.

    At least this is what I used to think, but I'm pretty new to MMORPGs...
    (5)

  6. #6
    Player
    Edli's Avatar
    Join Date
    Jun 2014
    Posts
    408
    Character
    Edli Papami
    World
    Balmung
    Main Class
    Marauder Lv 50
    You're not getting punished for high dps, you're getting punished for not having control over the fight. Yes you can switch the phase with the second bee up but you can switch the phase with the second bee not spawning at all. In both cases you have high dps but one rewards and the other punishes. Thankfully you can set the pace of the fight, is not really that hard.
    (9)

  7. #7
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Edli View Post
    You're not getting punished for high dps, you're getting punished for not having control over the fight.
    Would be more believable if "control the fight" didn't translate directly into "artificially limit your dps."
    (7)

  8. #8
    Player Dwill's Avatar
    Join Date
    Sep 2013
    Posts
    915
    Character
    Elenath Lanthir
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Viridiana View Post
    Would be more believable if "control the fight" didn't translate directly into "artificially limit your dps."
    He's not wrong. Fights are not all about maintaining the maximum amount of DPS your class can dish out from start to finish. Raiding is about controlling the encounter via various mechanics and if one of those mechanic requires you to tone down your DPS, then that's what you do. Fight mechanics are not meant to be advantageous to everyone nor be something people even like. Heck, if people would have their way, we'd have mostly Patchwerk-esque encounters.
    (8)

  9. #9
    Player
    BloodPact's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    414
    Character
    Atemi'a Arecis
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Dwill View Post
    He's not wrong. Fights are not all about maintaining the maximum amount of DPS your class can dish out from start to finish. Raiding is about controlling the encounter via various mechanics and if one of those mechanic requires you to tone down your DPS, then that's what you do. Fight mechanics are not meant to be advantageous to everyone nor be something people even like. Heck, if people would have their way, we'd have mostly Patchwerk-esque encounters.
    ^ Exactly what the person I quoted said.

    Have you seen the videos of the full party of Black Mages burning Moogle (Hard) in about 2 minutes (and it lasted that long because of how the first phase work, if not that instance would have lasted 15 seconds.) These "annoying" checkpoints will ensure that no matter your ilvl, you respect the design of the encounter and learn the fight instead of pushing through it with an overgeared character.
    (1)

  10. #10
    Player
    Edli's Avatar
    Join Date
    Jun 2014
    Posts
    408
    Character
    Edli Papami
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Viridiana View Post
    Would be more believable if "control the fight" didn't translate directly into "artificially limit your dps."
    That's what controlling the fight means. It means to not tunnel vision and not caring only about your rotation. Yes DPS has to control their dmg output in the same way a healer has to control healing as to not overheal and take aggro. A DPS has to control it when he joins a dungeon way overgeared with an undergeared tank too. DPS control is as necessary of a tactic as is aggro and healing control.

    Why did you ignore my second part of the post btw? On that exact fight you can DPS so hard as to not even see the second bee. So that fight doesn't punish high dps exclusively, it punishes wrong time to change phases that's all. High DPS can result in either a punishment or reward.

    A fight is not only about DPSing as hard as you can till boss dies, is about winning the fight and going about it in the safest and more efficient route that you can manage.
    (4)
    Last edited by Edli; 09-13-2014 at 04:13 PM.

Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast