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  1. #1
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    With coil, what you learn from a previous turn helps you in the next turns. Final coil, the mechanics are pretty much copies of mechanics from previous fights. Which is one of the reasons it was cleared so quick. Raids are like crossword puzzles, when you learn how the writer thinks in regards to their puzzles it makes solving future ones easier. The same applies to raids.

    My static, everything we learnt from progressing through coil 1 and 2 came together for turn 9, which is the turn we cleared with the least practice on. Also gave us the motor skills to pass turn 10 also.

    In other words, if you don't take the time to learn the mechanics from whichever turn you are stuck on. If it is removed so you don't have to or you get "carried" then you will be in exactly the same spot, just on the next turn. All those complaining now about turn 5, will just be saying the same about turn 6.
    (1)

  2. #2
    Player
    MrCookTM's Avatar
    Join Date
    Apr 2014
    Posts
    362
    Character
    Cryss Cook
    World
    Cerberus
    Main Class
    Ninja Lv 60
    Quote Originally Posted by Sapphic View Post
    In other words, if you don't take the time to learn the mechanics from whichever turn you are stuck on. If it is removed so you don't have to or you get "carried" then you will be in exactly the same spot, just on the next turn. All those complaining now about turn 5, will just be saying the same about turn 6.
    This. Also even though in T6 some of the mechanics are a bit more forgiving than T5 (aka getting hit by bouquet or not immediately realising that you are tethered is not as bad as placing divebombs into the whole party or getting hit by twister), it's way more stuff to handle simultaneously since most mechanics carry over into the next phase. In T5 the only thing that carries over is death senctence, everything else is served to the player in pieces, one by one, which is way easier in terms of general awareness and multitasking.
    (0)

  3. #3
    Player
    SolarMisae's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Miah'li Nelhah
    World
    Midgardsormr
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Sapphic View Post
    In other words, if you don't take the time to learn the mechanics from whichever turn you are stuck on. If it is removed so you don't have to or you get "carried" then you will be in exactly the same spot, just on the next turn. All those complaining now about turn 5, will just be saying the same about turn 6.
    Pretty much exactly this. People want the rewards the content offers but most won't put in the work to do it...they just want it made easy for them so they don't have to learn.
    (0)

  4. #4
    Player
    Trixxy's Avatar
    Join Date
    Sep 2014
    Posts
    293
    Character
    Aranea Asmodai
    World
    Odin
    Main Class
    Gladiator Lv 90
    Final coil out, people still wiping and complaining about T5.

    Yeah I'm gonna be "that" guy. If T5 is still too difficult for someone and their group at the current Ilvl then give up on raiding coil. As others have mentioned before T5 is a pebble on your way
    (6)

  5. #5
    Player
    Trixxy's Avatar
    Join Date
    Sep 2014
    Posts
    293
    Character
    Aranea Asmodai
    World
    Odin
    Main Class
    Gladiator Lv 90
    Whilst T7 is a mountain. Either be dedicated to learning mechanics (and you'll easily down T5 in a day or two) or don't.

    Also sry about that double post.
    (0)

  6. #6
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Tbh this kinda proves why SE should have fixed ADS enrage method, as it was there to teach group coordination and un-tunnelvisioning for individual level. ADS was imo alot harder than Twintania because if one person screwed rot passing it was mostlikely insta raid wipe, where in T5 there was just a divebomb that could cause same effect, rest just killed a single person(well maybe twister if you wanted to take someone with you)that still didnt meant insta wipe.
    (1)

  7. #7
    Player
    Doki's Avatar
    Join Date
    Aug 2012
    Location
    Ul'dah
    Posts
    1,530
    Character
    Doki Waku
    World
    Faerie
    Main Class
    Warrior Lv 100
    Went back into T5 in the first time in ages to help a few people through... OMG duty finder does not work for there at all lol. Divebombs just plain destroy groups, and thats after 4 or 5 wipes teaching people how to manage conflags.
    (1)

  8. #8
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    Divebombs are only hard because of the decision to lock down view distance. If we could zoom out to see more of the arena, fewer people would be hit by divebombs. The biggest issue is folks just can't see where she is at\is facing and thus we come up with strategies like hanging in the nook to force her into one direction. It's actually kind of sad that encounters themselves aren't really that challenging, but the interface pretty much guarantees that many of your players will struggle. Add the occasional lag spike to it (because you all have to be perfectly in sync to make it in and out of that nook in time) and yea... Even players who have banged their head against this ad naseum will have the occasional "whoops" moment.

    Really, the content at this point is superseded by not only the second wing, but now the FINAL wing as well. If they aren't going to let us have some better control over our UI and the zoom distance, then perhaps it's time to cut that phase down a little. It's the one that folks seem to struggle with the most for various reasons.
    (3)

  9. #9
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Souljacker View Post
    Divebombs are only hard because of the decision to lock down view distance. If we could zoom out to see more of the arena, fewer people would be hit by divebombs.
    If this was the real reasoning, people wouldn't get hit by Levi EX's dives, since you CAN scroll out to see (and HEAR) that entire arena.
    Just because you can do something doesn't mean people will. For example, there are still people using the "walking tank" controls that make you move slower when you move backwards, which is suicide for raiding.

    One of the BIGGEST issues with players is, when they fail, they don't look at the situation and say "How/why did we fail?" They just chastise the other members and try again, making the same mistakes.
    (1)

  10. #10
    Player Dwill's Avatar
    Join Date
    Sep 2013
    Posts
    915
    Character
    Elenath Lanthir
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Souljacker View Post
    Snip
    You don't even need to zoom out, that's the thing. Everybody just gather in one spot, see green blinker, everybody moves to the right, count to 2, then go back to the initial spot. You're just finding excuses at this point.
    (1)

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