Well if composition is an issue I presume SE can easily set up the duty finder to give you exactly what you need classwise so you don't end up with 2 white mages, 2 warriors and 4 summoners or some crap like that lolMy issues are purely with the fact that many un-nerfed coil fights require relatively specific party combinations to have a good chance of success. The solution you propose does not handle that concern. My earlier posts state that and I recognoze that you may not have connected those with me when you offered this solution.

They could but it will depend on if SE wants to continue making figuring out the best party combination as part of the challenge or if they are going to for go that and hand you the solution to that on day one.
i would rather see a cross server PF solution than an adjustment to DF matching algorithms to be specific for each fight.


Wish they would make different levels of difficulty in the DF (NM, HM, EXtreme) like other MMO's (TERA comes to mind and if you've played that, it you know it has more mechanics geared for moving targets, etc.), rather than nerf it after the fact.
But what can you do? SE will eventually move stuff in the DF, down the road, when the game dwindles a bit in population, like other MMO's have done, and they'll have to put it in DF as a contingency plan to off-set the server populations. OR cross-PF like you said.
Current State of End-Game Contents
My point is that jobs and encounters shouldn't be designed to arbitrarily require crappily designed jobs like Bard, make two Scholars incapable of interacting with each other, or enforce a division of n melee and n ranged DPS, or n players who can do an on-demand silence despite stun and silence being largely interchangable as 'interrupt' mechanics, or arbitrarily enforced healer/tank diversity.
I say this as someone who's DFed, PFed, and organized premade statics. They're not fun mechanics to organize around, they don't give jobs "identity" or "uniqueness", they just waste time in place of actually enjoyable, skill-based and job-agnostic mechanics.
They're also usually fights where the rest of the group doesn't really do anything fun or interesting. You don't interact with like 80% of T7's interesting mechanics unless you're the kiter, in which case you have to carry all those mechanics on your back. No one except the Bard did anything interesting for the first 3 pulls of T2 despite the entire trash gauntlet taking like 5 minutes and being at least half the encounter. And stuff like 'bosses who require so much DPS you're constantly out of TP so now you arbitrarily need a Bard to sing Paeon!' aren't interesting interactions between the player and the boss, they're dry mechanics where you have to bring n guy to use y skill at exactly 4:00 minutes or else the party arbitrarily loses.
(Like seriously, we have like 10 full class kits of unique abilities, many of which are utilarian in nature, and MP/TP song is somehow the only solution we get to this problem? God that's boring design.)
Basically what I'm saying here is I don't give a damn if bad mechanics like Renauds or High Voltage need to be nerfed for DF because they weren't interesting to work around in PF in the first place, unless your definition of 'interesting content' is screwing around with tedious party organization that usually boils down to 'Guess we don't have a bard, let's wait 30 minutes in PF!'
Last edited by Krr; 02-03-2015 at 10:47 AM.
video games are bad
Tis the same on EU servers with the added extra of players going in with no clue have english selected and have no understanding of English so communication becaomes impossible anyways. Or totally ignore anything written in chat whatsoever.No, stuff is impossible to beat in DF because for every person who goes in ready and capable of beating it, there are two who come in completely blind to the fight and expect it to be cool. They don't mention that they are new and they can't do anything but hinder the players who do know.
What makes me shake my head, is that players complain when asked to read a guide about a fight, yet they expect others to write a guide to explain every thing to them when they neter the instance *boggle*

actually i bet they will add fcob to duty finder and remove weekly loot lock once patch 2.5 part 2 comes out late march. since form then to heavensward it will be at most 4-6 weeks and adding it AFTER launch makes no sense since lvl cap makes it totally pointless to be run for loot. nobody is gonna do that since all are busy leveling to 60. so adding it before 3.0 is imo a very good choice. hopefully the devs are this smart to see that. it makes no sense to block players completing thier gearsets when said gearsets are useless after 3.0.
Hopefully this. Give me the damn bracelet xcactually i bet they will add fcob to duty finder and remove weekly loot lock once patch 2.5 part 2 comes out late march. since form then to heavensward it will be at most 4-6 weeks and adding it AFTER launch makes no sense since lvl cap makes it totally pointless to be run for loot. nobody is gonna do that since all are busy leveling to 60. so adding it before 3.0 is imo a very good choice. hopefully the devs are this smart to see that. it makes no sense to block players completing thier gearsets when said gearsets are useless after 3.0.

So you want the fight changed such that they are DF-able from a job composition perspective... not a difficulty perspective. I would be happy if encounters were designed like that (though I believe with current class design it would be challenge, major changes would be needed). Hopefully they will take that into consideration for future content development.
But at the moment to do this with any speed and minimal dev resources it is the removal of mechanics which ultimately results in an easier fight. This kinda makes me /sigh but with my schedule I'm probably not pushing into FCOB until this happens anyway so it doesn't really affect me.
Other options might be to keep the fights as they are but allow people to switch classes while in the DF before engaging in the boss fight? Probably some room for abuse here but might increase the possibility that randomly put together groups could adjust if their compositions weren't quite conducive to the content.

FCOB in DF ... purpose is to discourage static grps or others like eng/jpn only coil groups...
I have seen in Scob DF
e.g. Healers/Dps with Zenith wpn
Players doing "gentleman pose" on heavens-fall.
Healer LB in t9 phrase 2 when only tanks died.
In fact I rather suggest SE to drop more treasure chests if group has more 1st timers than tomestones.
Classic Example in another post
http://forum.square-enix.com/ffxiv/t...T7%29-What-the...
Last edited by Ginga_K; 02-03-2015 at 01:00 PM. Reason: additional
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote





