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  1. #1
    Player
    ChazNatlo's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    510
    Character
    Mirasa Thume
    World
    Hyperion
    Main Class
    Arcanist Lv 85
    Still don't think it would work in FF XIV, perhaps a different game designed from the ground up to cater to it, but I think after reading his explainations, ignore might be a poor choice of words on his part. rarher he should be saying "interact with the mechanics in a different way than dodging them. And he did conceed that in his proposed system, mechanics that aren't blink and you miss it would opperate the same way, Ifirit's nails, for example, and I'd argue the case for the duck and cover mechanics as well, like King Behemoth's fight where you need to hide behind the meteors, You're given plenty of warning there. Course, I'd rather not put words in his mouth, so feel free to correct me on that.
    (3)

  2. #2
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by ChazNatlo View Post
    ...
    "interact with the mechanics in a different way than dodging them" is correct. You interact with them the "old way" via skill use (either pre-mechanic or post-mechanic[1]) and proper gear.

    "Duck and cover" is doable 95% of the time for me. Most of the time there is enough leeway even for high ping players like myself. The one in Snowcloak though ... 50/50. Lunar Cry casts so fast!

    All in all, if you are going to challenge players with "dodge this" type mechanics that require players react in a split second, it would be much appreciated if you gave an alternative way to deal with that mechanic for high ping players that simply can't react fast enough.

    My solution was to use the "flexibility" of Classes and extend it further to provide the said "alternative way". To prevent complaints from Job users (apparently I have failed LOL), I figured extra preparation for Classes would be a good trade-off, in addition, to providing gameplay - effectively some of the in-combat gameplay is shifted to the preparation phase; like in old school RPGs that don't rely on reaction time.

    [1] Many, many ways to do this,
    • a passive immunity to the attack but you will get a debuff if hit that you will have to deal with post-attack
    • a long duration stackable shield that blocks the attack, but you have to maintain it - you choice when you want to refresh it; you can risk it and hope the boss doesn't deplete it before you get another chance or you can play it safe but waste time and resources
    (0)
    Last edited by Bishop81; 12-09-2014 at 01:44 AM.