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  1. #51
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    Also, we didn't watch a guide for the most part.
    (0)

  2. #52
    Player
    Kitano123's Avatar
    Join Date
    Jul 2014
    Posts
    144
    Character
    Maya Minx
    World
    Phoenix
    Main Class
    White Mage Lv 60
    If you dont want to use your brain while figuring out mechanics go play a twitch based game then.
    (0)

  3. #53
    Player
    Dualblade's Avatar
    Join Date
    Feb 2014
    Location
    Night Kdark
    Posts
    2,190
    Character
    Juyon Intoner
    World
    Cactuar
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Chihaya View Post
    snip
    Alexander Normal is also easier then Coil, the people who cleared it quickly also probably have cleared Coil multiple times, and pretty much are better then most of the player base. Meanwhile there are people who are stuck on the first floor not able to do certain mechanics correctly.

    Alexander Savage will be the challenge for even the coil people, so long as the devs have been truthful/are right about player skill levels. And even then expect atleast one group to beat it in less time then they thought.

    Also at times the challenge isn't the mechanics themselves so much as having to pay attention to multiple ones at once. Those DKs are so easy...but you let yourself tunnel vision just a little on dps, or healing or dodging that one AoE, you just might miss it.
    (0)
    Last edited by Dualblade; 07-08-2015 at 10:40 AM.

  4. #54
    Player
    LunaHoshino's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    785
    Character
    Luna Hoshino
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Chihaya View Post
    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.
    Exactly. Fights like T13 demand that every single player in the party be on their A game: tanks need to know when to use cooldowns, healers need to time heals to coincide with all of the damage going out, and DPS need to know how to squeeze out every possible bit of DPS while also handling mechanics properly. Just watching a video isn't going to teach you how to do that-- the only thing that will is experience with the fight.

    And, when you get right down to it? The mechanics of T13 are actually quite simple to learn. The trick is getting everyone to execute them properly and not having people standing on the butt when Megaflare goes out or putting both Earthshakers on the same side because someone wasn't paying attention.
    (3)

  5. 07-08-2015 11:49 AM

  6. #55
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Outfoxed View Post
    Snip
    This game is too hard for you? Don't play it, go play other games that are more suitable to your skill levels. All games is all about memorization. It is called games....
    (0)

  7. #56
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Most raid mechanics are self taught by playing, in every single case. Take T10 for example. Imdugud doesn't start the fight with Tether-Charge, does he? He does Charge first part of the fight, then HL second part of the fight. Then, once you get good and used to those, he starts mixing them together. So SE rarely throws mechanics at you unfairly, there's always a gradual buildup.

    The thing is, marks should be streamlined in my opinion. When you enter a new fight for the first time and get a mark, it could be ANYTHING. You don't know if something is gonna drop on your head, if something is gonna divebomb you, if it's an aoe bomb that need to be soaked by everyone, etc. They should start streamlining mark colors/shapes so that ALL RED MARKS = X, ALL GREEN MARKS=Y, ALL METEOR MARKS=Z.

    Some mechanics gice you no clue or hint and it's a bit unfair I think. In other MMO's they at least give you a hint or a chance to avoid things, without having to have the world's first few raid groups wipe a dozen times to learn how mechanics work so the rest of the community can profit. When Ravana does Liberation and it splits 40,000 damage amongst your party, you have NO idea that's coming when the white mark appears. You just see a white mark, and bam everyone dies, then you have to restart from scratch. It doesn't make the game 'easier' if Ravana were to say something in dialogue that clued you in on what to do.


    It doesn't make the first few groups to clear without videos 'pros' because they wiped a dozen times to uncover the properties of every mechanic, it's just a time sink. One thing FFXI had that made fights a bit more interesting was that abilites were random. 99% of 2.0 raids were telegraphed, scripted battles. Bosses went through predictable phases with predicable attack orders and would cycle through their abilities in order, every single time. In FFXI you had to think on your feet and adapt when a boss used their most obnoxiously powerfully unavoidable move 3x in a row. I think that needs to be incorporated a bit more in FFXIV. Ravana's liberations are randomized after 50% or so and Bismarck's weathers are randomized, but most fights still follow scripted formats. It's 1...2..3.. JUMP!.....1....2....3 RUN. Just very predictable mechanics.
    (0)
    Last edited by Jonnycbad; 07-08-2015 at 03:12 PM.

  8. #57
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Jatoi View Post
    Not to mention I see it as a consideration when people brush up and research on whatever they're going into. It saves time.

    At least I do it since I don't want to stress us out by going in blind and learning by a wipe that we shouldn't do x.
    But it's fine if the other 7 are wanting to go in blind and learn by trial and error, everyone is on the same page then Hence the ability to make parties to suit with party finder.
    (1)

  9. #58
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Outfoxed View Post
    feeding your neopets on meteors.... I mean seriously, how would I know that golems like eating meteors? And why on Earth would I want to feed a golem a meteor when he just gets bigger and stronger?
    This is a terrible example. This should have taken exactly 3 runs to figure out.

    Run 1. "Oh shit they eat meteors if they get close keep them away!!" meteors left explode..
    Run 2. "hrm well we can't have any meteors left when it ends or we lose so guess we have to eat them" a golem eats too many and grows. wipes group
    Run 3. "Ok guess we have to divide them up"
    (0)
    Quote Originally Posted by Zantetsuken View Post
    Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.
    Quote Originally Posted by kazeandi View Post
    This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.

  10. #59
    Player
    ShaneDawn's Avatar
    Join Date
    Jan 2015
    Location
    New Gridania
    Posts
    480
    Character
    Shannon Dawn
    World
    Moogle
    Main Class
    Bard Lv 90
    Quote Originally Posted by VirusChris View Post
    I would think it would be easy, but the steep DPS check and missing even once on the DK in Phase 3 which summons more adds... I've been getting wipes on that mostly on Phase 2 and Phase 3 a few times. We did manage to get it to 14% but the island got destroyed before we could finish the boss.

    Even with a PF for ilvl170+ players and no MCH & BRD before 3.01 I would think we would've licked it by now. It seems Malboro has its shares of players having a rough time with endgame content... a lot.
    That's the problem with people pulling 400-500dps on i180s and people using their cooldowns on the wrong periods. Having terrible dps=/=hard fight.
    (1)

  11. #60
    Player
    ShaneDawn's Avatar
    Join Date
    Jan 2015
    Location
    New Gridania
    Posts
    480
    Character
    Shannon Dawn
    World
    Moogle
    Main Class
    Bard Lv 90
    Quote Originally Posted by Outfoxed View Post
    . You dont need skill to fight most bosses in this game. You just need to know how to memorize things.
    Did you ever play the unnerfed coils? For example in t13 you could pull all the MECHANICS correctly, but the vast majority of the players still failed hard on the dps-side. I think new vs. old content is a question about knowing your class AND the fight vs. knowing the fight well. Then again, old content shouldn't really be overly hard anyways.

    T10 was a good fight. All the phases were a continuation of the other with an added new mechanic and randomness into it. The last phase is basically the first phase + heat lightning + tether tornado. The mechanics could variate in the last phase, had to be pulled correctly and the people getting to do them were chosen randomly. Not only did it have progressive learning atop the previous phases, it required some quick reaction to the changing mechanics in the last phase.
    (0)

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