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  1. #21
    Player
    Kazumac's Avatar
    Join Date
    Aug 2013
    Posts
    385
    Character
    Kha'tan Moapaln
    World
    Leviathan
    Main Class
    Arcanist Lv 67
    Quote Originally Posted by Aurora-Pendragon View Post
    For me, Ramuh ex is the perfect example of an easy mechanics fight than can be a hell to beat in DF.
    I like REX a lot as well. I'm with you on that it is easy enough to understand but values a bit of on the fly coordination over individual handling mechanics without coordination. I like shiva EX but... Other than assigning way marks it is all about can you handle the mechanic and not as much, working as a team.

    I'm just more satisfied by the team coordination mechanics, but admittedly these fights are harder to be successful with in DF.
    (0)

  2. #22
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Sepix View Post
    Let me elaborate on this a little bit. I don't particularly find all the mechanics in the fights bad at all i just hate that we get it fed spoon full all the time. Why is the 2nd add phase always harder than the first? What for? Can't they make the first one as hard as the second one and just keep the second one the same so people actually have a chance to train harder parts of the fight without having to play the majority of the time to get there first?
    It wouldn't make much sense in terms of game design. Why does any RPG have Final Bosses that are harder than the bosses that were before it? It's more exciting, and feels more rewarding. Also, I think they're going a great direction with mechanics and fight balance the farther they progress.
    (1)

  3. #23
    Quote Originally Posted by Karen_Cerfrumos View Post
    Enrage timer is there as the accountability check for DPS. Otherwise you'd go in there with 5 tanks and 3 healers and turtle all day.
    Conflags, Titan Egis, and Bees in T6 are good ways to do DPS checks, you don't need a hard enrage to prevent turtling.
    (0)

  4. #24
    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 SendohJin View Post
    Conflags, Titan Egis, and Bees in T6 are good ways to do DPS checks, you don't need a hard enrage to prevent turtling.
    Of special note, though, is that most fights with DPS checks ALSO have hard enrages.
    Hard enrages are sort of necessary to keep fights tight and encourage dps to do more than dodge and hit a few buttons on tougher fights. You need the gear, skills, or both to meet the enrage timer, which is in reality just a simple time limit on the fight itself to nip situations like Pandemonium Warden and Absolute Virtue in the bud in terms of length, and to mitigate the viability of carry groups. Of course it doesn't eliminate carry groups at all, but in order to do so you actually have to be damn good at the fight to be able to manage it while down a DPS
    It also means you're guaranteed about 6-8 full attempts on a given boss at a minimum.
    (0)

  5. #25
    Player
    lololink's Avatar
    Join Date
    Jul 2011
    Posts
    4,617
    Character
    Nel Artux
    World
    Asura
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by SendohJin View Post
    Conflags, Titan Egis, and Bees in T6 are good ways to do DPS checks, you don't need a hard enrage to prevent turtling.
    Except that you can't really put only add DPS check all the time, it would feel the same too much, DPS check is not only to prevent turtling but to prevent too much raising that would ruin some mechanics( although FCoB have a lot of death punishment T10 with the stacks and failure punishment move, T12 where the boss get buffed when people are dead, etc... )
    (1)

  6. #26
    Quote Originally Posted by lololink View Post
    Except that you can't really put only add DPS check all the time, it would feel the same too much, DPS check is not only to prevent turtling but to prevent too much raising that would ruin some mechanics( although FCoB have a lot of death punishment T10 with the stacks and failure punishment move, T12 where the boss get buffed when people are dead, etc... )
    you answered half your own question.

    Conflag isn't an add, neither are Titan Gaols or am i reading your first sentence wrong? you can also have mechanics like the Captain in Sastasha HM, where he keeps shooting you until you do enough damage to make him stop. not every DPS check has to do with Adds. Heaven's Fall is kind of a DPS check, i've never cleared T9 without skipping the 3rd Heaven's Fall.

    it's not super difficult to make things progressively harder for lower DPS groups without a hard enrage. increase the number of Tumults as the fight gets longer. add a 4th and 5th Ifrit to charge across the screen. Shiva already gets damage stacks over time, eventually staff mode will kill you, why do you need a hard enrage in that fight?

    the longer the fight the more damage the group takes but it shouldn't be an instant amount of damage that really good healers can't makeup for at least for a short period.

    ---

    you can't have PW/AV because the Trial itself has a timer, that should be the only hard enrage.
    (0)

  7. #27
    Player Melriss's Avatar
    Join Date
    Jul 2014
    Posts
    40
    Character
    Almeida Mizarea
    World
    Omega
    Main Class
    Archer Lv 90
    All fights should be a tank and spank without any mechanics. Putting anything that requires some planning, execution or reactions into an encounter too hard for me, I struggle to understand Hellsclaw's and Agrippha's counter move already (please nerf this SE because I should be able to dps non-stop!)
    (1)

  8. #28
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by SendohJin View Post
    it's not super difficult to make things progressively harder for lower DPS groups without a hard enrage. increase the number of Tumults as the fight gets longer. add a 4th and 5th Ifrit to charge across the screen. Shiva already gets damage stacks over time, eventually staff mode will kill you, why do you need a hard enrage in that fight?

    the longer the fight the more damage the group takes but it shouldn't be an instant amount of damage that really good healers can't makeup for at least for a short period.
    So...punish the healers for the dps's short comings?
    (0)

  9. #29
    Player
    Nekodar's Avatar
    Join Date
    Feb 2013
    Location
    Ul'dah
    Posts
    2,104
    Character
    Nyaano Nohea
    World
    Midgardsormr
    Main Class
    Conjurer Lv 70
    Just want to say that T5 is a very good fight...
    One of the main problems with it is that none of the preceding fights actually prepare you for it.
    It's also quite unforgiving (get knocked into wall or hit a twister and you're dead)

    Two things that would help the people still struggling with it would be 1) no massive damage (essentially instant death) from hitting the wall, and 2) change twisters so they just blow you and others up the air with minor damage instead of certain death.
    (3)

  10. #30
    Player
    Deculture's Avatar
    Join Date
    Aug 2013
    Posts
    145
    Character
    Shurelia Chan
    World
    Gilgamesh
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Sepix View Post
    Good Design:

    T1, T4
    Garuda Ex, Shiva Ex, Levi Ex, Mog Ex, Odin
    T7, T8

    Bad Design:

    T2, T6,
    Ifrit Ex
    Pretty much every fight in FcoB

    Horrible Design:

    T5, T9
    Quote Originally Posted by Sepix View Post
    I personally think they wasted some of the best mechanics in the Crystal Tower raids and put whats left over into coil.

    I just wish there were more encounters with things to do beside having to focus on your main party role. Healers heal and nothing else, DPS do DPS and nothing else and tanks are useless 50% of the time because most fights don't even need 2 beside the odd provoke in between to share some damage.
    (6)
    Last edited by Deculture; 02-14-2015 at 08:45 AM.

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