It is logic, you have an issue, you try things to fix it. Dark souls and other die and retry games do it and people like it, its not all memories, you have to react quickly too.
I am kind of liking the new content because it seems to go more towards what the OP is saying. When it gets harder, I hope they introduce it to be more random.
That model has been beaten to death, I think its time for a new one. For example of "good fight mechanics" and how they should be, I would look at more stuff like this.
https://www.youtube.com/watch?v=NnhqYtHDSzM
Every attack should have animations to it. You should be watching the bosses, and they should not be restricted to places you should be able to fight them.
With all the "sound cues" the bosses are doing this expansion, that greatly GREATLY helps. =D
Last edited by Nektulos-Tuor; 07-08-2015 at 08:15 AM.
I beat all 4 floors of Alex today, and didn't watch 1 video or read any books, websites, ect. Players did this really wierd thing today, they shared information on what the boss does and made strategies to counter them. So you say that it don't take any skill (only research), but the skilled players are beating it much faster. I don't think that's a coincidence.
Here's a wierd concept, the players that ACTUALLY did some of the previous bahamut raid honed their skills and beat Alexander much easier. The people that said screw it, are struggling on Alex right now.
Just a couple of thoughts to add to this thread.
I don't think OP is entirely wrong, a friend of mine who tried the game quit because he was bored of the fights being too much like Simon Says. Simon says this, you do that.
I also don't think there's much else they can do. This sort of difficulty exists in an MMO, I think, mainly because it's a server based game. They can't make the fights too reactive or based on execution, because lag etc would be even more of an issue than it currently is. Some of the AoEs are bad enough as it is, since their detection is server based. And things like the new BLM rotation, 1 sec lag spike completely screws up your stacks. So I think they're making the best of what they've got.
Bismark EX doesn't have much randomness to it... It is extremely straightforward with a dps check - if you can remember your dps rotations. Is this what you call challenging/difficult?
And really... most of the people complaining that coil mechanics are scripted and reading a guide/watching a video is what you need to clear it, never actually done it.
I'll agree once you get the mechanics down it is not that hard to get 8 people to do team jump rope. But it takes a lot more practice than what Bismark EX is offering - kill adds - fire dragonkiller - jump on the sky whale - repeat (which itself is very scripted). And guess what... once you learn it - it's not that hard either? This is challenge?
Let's see what's your idea of difficult/challenging that is not a complete faceroll.
Op you shouldnt be playing a MMO. There's is plenty of boring mobile games with the stuff you want.
So your argument is that older content was designed worse than newer content, so the devs need to step it up and start producing content at the level of the current content, instead of at the level of the old content?
You know what, I think your wish might come true.
Think of 8 people doing jump rope together on a very long jump rope. When 1 person screws up - the rope stops and you start over.
This was what coil was like when you are doing it for progression - not the afterwards nerfed version.
It was harsh and demanded good performance of 8 players - and not just DPS checks like Bismark Ex, you actually had to handle mechanics.
Well apparently there are some people that doesn't think so... guess hitting those dragon killers and not having to worry about anything else other than DPS hard is much better challenge than to properly place meteors/earthshakers so you don't kill your party. Or healing through Flatten/Flare breaths with add that hits just as hard and to deal with the randomness of mega flare at the same time. No video or written guide is going to give you a free pass to clear these - you need to actually experience them. Which alot of people are criticizing it is too easy/scripted without ever doing them.Personally I think T9 and T13 were probably the best-designed fights in the entire game. They require people to be able to play their roles with a very high level of skill while also dealing with multiple mechanics. The other Coil turns you can pretty much go in and faceroll with enough determination. Those? Not so much.
Last edited by Chihaya; 07-08-2015 at 09:17 AM.
Personally I think T9 and T13 were probably the best-designed fights in the entire game. They require people to be able to play their roles with a very high level of skill while also dealing with multiple mechanics. The other Coil turns you can pretty much go in and faceroll with enough determination. Those? Not so much.
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