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  1. #1
    Player
    Alkel's Avatar
    Join Date
    Oct 2011
    Posts
    808
    Character
    Alta Kelma
    World
    Ragnarok
    Main Class
    Black Mage Lv 70
    Like already said, Final Coil has random elements on every turn and its really better than what second coil was (remember the full scripted T9!)

    T10 random attack are fun and test player reactions. We have the same thing in teather/bom in T11.

    Even T13 test player reaction with megaflare and dives.

    Its the way to be and i hope Alexander in 3.0 will not come back to full scripted fight like T9.
    (2)
    Compagnie libre Storm, serveur Ragnarok
    http://www.stormffxiv.com

  2. #2
    Player

    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,201
    Have you tried playing like WoD? People die all the time, it wouldn't be possible in this game when the average player can't dodge anything. I would love it but I don't think the ppl playing this game is good enough for it.
    I just did wod and my 4 dps got hit by everything. That describes the average player
    (0)
    http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)

  3. #3
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Kiara1 View Post
    Have you tried playing like WoD? People die all the time, it wouldn't be possible in this game when the average player can't dodge anything. I would love it but I don't think the ppl playing this game is good enough for it.
    I just did wod and my 4 dps got hit by everything. That describes the average player
    If SE wants more reflex-based gameplay, they got to fix up their net code first.

    A little early warning for people with consistently high latency would ago a long way.

    Either that or have ultra long telegraph times so people can easier dodge.
    (1)

  4. #4
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Bishop81 View Post
    If SE wants more reflex-based gameplay, they got to fix up their net code first.

    the net code is fine as it is..
    as people like you still didnt recognize that its not the spell animation that hits (for example an explosion)... you get hit by aoe attacks right after the the ground mark disappears..

    the animation comes right after and then followed by the actual damage which is actually the one and only "delay"... and people say "oh but i was out of that explosion already, why i did get hit by it?" its more like that every animation has its own duration... the mark on the ground counts, not the actual "animation effect".. same for limit breaks in PVP where the animation delay is very long. the ground mark disappears and the animation of meteor crashes in about 1-3 s later after which you receive the damage. so its more like "animation delay"... mark disappears -> animation -> damage received


    and im playing in Europe.. while the servers being located in America... i have no problem at all. when you really watch closely the marks on the ground and watch on the other hand when you get hit and when not... you quickly recognize that there is really no delay concerning the connection..
    (0)
    Last edited by Tonkra; 03-03-2015 at 08:07 PM.

  5. #5
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Tonkra View Post
    the net code is fine as it is..
    as people like you still didnt recognize that its not the spell animation that hits (for example an explosion)... you get hit by aoe attacks right after the the ground mark disappears..
    It's the castbar that matters, not the ground marker, if you are in the AoE when castbar finishes, you will get hit. Only a few abilities in the game work differently (Mortal Gaze in Wod being a good example of one, the animation matters for that one, not the castbar).
    (1)

  6. #6
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Tonkra View Post
    the net code is fine as it is..
    as people like you still didnt recognize that its not the spell animation that hits (for example an explosion)... you get hit by aoe attacks right after the the ground mark disappears...

    ...
    Doesn't matter. Player see themselves getting clear of the AoE marker on the ground ... then they eat 3k damage ...

    This is not a player problem. This is a bad UI problem.

    Quote Originally Posted by Sove92 View Post
    It's the castbar that matters, not the ground marker, if you are in the AoE when castbar finishes, you will get hit. Only a few abilities in the game work differently (Mortal Gaze in Wod being a good example of one, the animation matters for that one, not the castbar).
    Maybe they should fix that, since we are running out of the AoE, we will be looking at the ground not the mob's UF!
    (0)
    Last edited by Bishop81; 03-03-2015 at 11:23 PM.

  7. #7
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Sove92 View Post
    It's the castbar that matters, not the ground marker, if you are in the AoE when castbar finishes, you will get hit. Only a few abilities in the game work differently (Mortal Gaze in Wod being a good example of one, the animation matters for that one, not the castbar).
    This! Good examples are behemot meteor or curtain call, you can start running soon as castbar is finished and take no damage.
    (0)

  8. #8
    Player
    Set-Abominae's Avatar
    Join Date
    Sep 2014
    Posts
    56
    Character
    Masta Yoda
    World
    Coeurl
    Main Class
    Gladiator Lv 60
    90 percent of the people in the game cant handle carved in stone boss rotations randomizing would lower the number or raiders even more than it already is. i have no issue if it goes random but the way this game is built just would not support it. combat in 1.0 was slower and capable of using random mechanics
    (1)

  9. #9
    Player
    Kaisha's Avatar
    Join Date
    Sep 2013
    Posts
    361
    Character
    Kaishen Commodore
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    The average joe in DF already can't react to fights that have pre-determined scripts.

    I wouldn't mind more instances of a fork in the enemy rotation like T10 does in the last phase, but not straight up random choice of attacks the entire run.
    (0)

  10. #10
    Player
    Sayori's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    271
    Character
    Shiro Sakurai
    World
    Odin
    Main Class
    Red Mage Lv 100
    We already got something like this in Stone vigil hard mode, last boss.
    I agree with OP, I wouldn't mind seeing more bosses like that.
    (2)

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