



After they unlocked first coil it could be easily done with a pug, even with very little knowledge of the fights (apart from T5). I really can't see the same being true for second coil, there's way too many instant wipe mechanics. 1-4 had pretty much none, while there's a lot in 6-8. T7 in particular is going to be horrible unless they nerf it in some way.



T7 I can see due to gear versus phase transitions but.. Is it really considered difficult to not face your party members and look at your buff bar? Or to break LoS with your group? For 6 is it really considered difficult to pay attention to a single skill where you just stop doing anything? or to deal with slugs?
For 7 i'll give you one thing in that healers have to learn to stone properly. But instant wipe mechanics? They're so not as hard as you make them sound. If paying attention to normal stuff is considered hard that's really not a good thing you know? T1 (prior to nerfs and new gear) Caduceus too close? Could be a wipe, too many stacks? could be a wipe. T2? Rot passing, Silencing, picking the right nodes, sure there was enrage but that was discovered so late. T4? DPS too low? Wipe. Healing too low ? Wipe. T4 granted isn't instant wiping unless slow DPS but they were the same amount of difficulty. All of it then and now was just paying attention. 5 and 9 being the big difference requiring coordination as well as numbers and paying attention. Whereas the previous turns in each cycle just required paying attention and numbers. You can't mean to tell me that's a hard thing to do.
I really don't to be honest. The more people there are the more chaotic it becomes and less responsibility each player has. Plus is much easier organizing a static of 8 than of 16.
Incorrect - As XI proven during its peak with 18-64+ man content, you have to design the content around more than 4-8 people specifically if you want higher player count in said content. For example during the peak time, Einherjar was 36 players, the amount of mobs and objectives were split between the alliances, not something a single party could do at the time. Gods were tuned to be taken out by 18 people (1 alliance) and you typically had backups, say your whm dies, you shifted them out with a WHM in reserve.
It's only in these generic MMOs do you typically see "wasted responsibilities", but in terms of design? No, more people simply means the content requires more than 1 party. For people in an active FC it's not hard to get more than 8![]()
But we are talking about these generic MMOs though so no idea why you brought up a non-generic MMO. The discussion was about making the hardest fights on THIS game with more people.
You made a general statement, not something specific to just ARR, which in general, no it's not true that less responsibility happens when you have more players.



anyone noticed it's 120 minutes timer instead of the regular 90 minutes ?
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