Of all the FCoB turns, my static hated farming T11 the most. Reason? Trash mobs.





Of all the FCoB turns, my static hated farming T11 the most. Reason? Trash mobs.
Well as long as the trash didn't respawn after 2 wipes i don't see a problem..what's wrong with it taking time to do things..even on farm..it should still take you a bit to clear something. Not oh..hey lets go get our pretty much free loot for the week. Now don't take this as oh everything has to be hard. I just want raids to feel like dungeons..and not like every other difficult thing in the game which is just pretty much a primal fight..cause yes..that's pretty much what the coils and alexander are currently cept for like someone mentioned..T1 was the closest thing to a dungeon so far in its prime.
Wouldn't want to take away anyone's precious time to stand aroundWell as long as the trash didn't respawn after 2 wipes i don't see a problem..what's wrong with it taking time to do things..even on farm..it should still take you a bit to clear something. Not oh..hey lets go get our pretty much free loot for the week. Now don't take this as oh everything has to be hard. I just want raids to feel like dungeons..and not like every other difficult thing in the game which is just pretty much a primal fight..cause yes..that's pretty much what the coils and alexander are currently cept for like someone mentioned..T1 was the closest thing to a dungeon so far in its prime.Revenant's TollIdyllshire.
Nope prob not, we need to streamline this process as much as we can. We need a raid practice mode so we can only practice the 2nd and last phase. Then we can also implement checkpoints on the bosses so when you complete phase 1 and 2 and wipe on last phase. You can start back again on last phase without having to do first two phases again.
It may seem like I am joking, but not really as most people would prob LOVE these things to be implemented. For the sake of getting their loot faster.
EDIT: on a more serious note i would really like if alexander felt like this really big place you could explore and take different paths to get to different bosses, Similar to Ru'An Gardens from ffxi. Alexander really feels so cut up right now into small blocks. While it's suppose to be continuous it doesn't feel that way at all. At least coil did a somewhat decent job of making you feel like you kept going deeper.
Last edited by Whocareswhatmynameis; 07-09-2015 at 02:54 AM.


Are we ever going to get Raid Dungeons? Where its a lengthy trek to the boss? With rooms to explore. Are are all raid encounters from here on out just gonna be like 1 trash pull (if that) then boss?
I know a lot of people think just clearing trash is pointless, but I rather enjoy it than just going from boss to boss. Or at least some puzzle mechanic along the way to the boss...Something..
Also how about larger raids that are actually a challenge... Savage CT or whatever the new place is. Some of us like the interaction.. And some of us like being able ot have more than 1 of a class in a raid group -_-
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.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.
ST style single pull between bosses in an 8 person raid (with multiple bosses) would be nice.
Just making the 8 man raids continuous would be a big step.
But yes I'd like to see some more actual dungeon mechanics. Turn 1 almost had it right. Throw in some trash, put some chests around with some useful rewards (gil, high level potions, food maybe). Throw in some non-trash mechanics like having to stand in glowy circle while things try to kill you, etc.
And then maybe have the boss drop an item that can be used to later skip this content in a later run if the group so chooses.
The only thing in this game that tried that was Castrum and Praetorium to a *much* easier extent. I want this to happen(hell, I wanted alexander to be one giant instance with its respective bosses deeper in), it probably won't.
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