Definitely. It's horrible that you can map coil bosses in a timeline of moves.
Definitely. It's horrible that you can map coil bosses in a timeline of moves.
I think most of the fights are random enough thanks to the other 3, 7 or 23 RNG variables added when you zone in to the encounter.
Where is the proof that a majority of players are bad and can't do scripted fights? Of course there are people who don't understand mechanics of a fight, but to say having more randomization in a fight is a bad idea because a majority of players are too "bad" is a horrible reason because you're not basing that statement on anything measurable.
Bottom line is, if encounters were a little more randomized, I know I would have fun. I want that feeling you get when you fight a new boss for the first time, it's scripted, but you don't know whats coming next. I want that all the time.
Server lag however... is a legitimate reason. Fix that, and more random elements can be added to scripted fights.
ITT: People assume that introducing randomness will make it harder or impossible because it won't be rebalanced
The trouble is, randomness requires more from players. To have the same mechanics now, but random is a direct increase in difficulty. Period. That's what I mean when I say most of the playerbase will just struggle even more.
In order to maintain difficulty, you have to either nerf the power of the moves, or give more time to react to them.
Take titan for example. A great many players find its current scripted form very difficult. To randomize it's current form would make it even harder for those players. To randomize, you would need to either increase cast times on plumes etc so players have time to recognize the random element and then react, or nerf damage to allow more mistakes. The original goal of randomization is for players that know these fights to not get as bored. But for players like me that can already react fast enough to dodge plumes with no warning, the slower or weaker random version would just put me to sleep it would be so easy.
Tldr: in order to meet the goal if keeping vets more engaged, the mechanics would need to be nerfed and still end up weak and boring for vets. To not nerf or weaken but just add random is a direct increase to difficulty and weaker players will struggle even more. It's a no win. We can't have fights that are challenging and engaging for high performers but are still accessable to the masses. Just broadly applying randomness everywhere won't help meet the initial goal.
This game needs to shy away from pvp it was never meant for it and to this day its no where near being the lead content in the game.. that's just my opinion.
ON the other hand heres what we have not seen yet:
1. 25 man ls/fc party type raids where you can go in with your entire linkshell or free company rather than having to put up with trolling and other random nonsense from random players.
2. Need to get away from dungeons like coil and primals as pretty much teh only content.
3. Smn class almost all teh previous games once you fought the primals you aquired them as a summoning skill not pets .. this pet thing is in every game why make this one like every other game why not use them as they were used in the past ? as skills taht can be used against the bosses or trash mobs and or on your own party.
I think T10 gets a nice balance of RNG in the last phase. That's the kind of RNG I want.
Things like Titan ex/t9 are two of the most fun fights in the game for me, I love doing them both, but at the same time I just know them off heart and it takes a little of the fun out of it. I know exactly whats coming next and what to look out for its engraved into my head after all the runs. It's not the scripting that makes them fun, just the mechanics that they both have. I'm not saying make titan randomise everything and throw out 3 sets of bombs and 4 landslides in a row then mountain buster the tank a good 4 times. You can keep a mix of scripted and still throw in some RNG elements that don't oneshot the raid but still add a bit of spice.
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