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  1. #1
    Player
    Illya's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Illyasviel Einzbern
    World
    Ultros
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Cinicus View Post
    The trinity system works when you use properly tuned combat mechanics and are not limited to PS3 standards. I mean look at ESO it is a trinity and works great AND every boss fight is NOT a circle room....
    The reason boss fights are a circle room in this game is for balance reasons. It has nothing to do with platforms.
    (0)

  2. #2
    Player
    Wizhard's Avatar
    Join Date
    Sep 2013
    Posts
    239
    Character
    Wizhard Felfury
    World
    Cerberus
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Illya View Post
    The reason boss fights are a circle room in this game is for balance reasons. It has nothing to do with platforms.
    The reason boss fights are circle rooms is because ff14 devs are unimaginative.
    (4)

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Wizhard View Post
    The reason boss fights are circle rooms is because ff14 devs are unimaginative.
    No, its to avoid having mechanics unintentionally cheesed/broken by terrain.

    Dhorme Chimera is a perfect example of this happening: Pulling it up the hill allows characters to have a far easier time avoiding several of the AoEs without even moving.

    It was possible for ranged dps and healers to dodge Mortal Ray(which gives the instant kill Doom debuff) in the Teratotaur fight in Sunken Temple (NM) by climbing up the mount of sand in the room negating most of the fight's mechanics.
    (1)

  4. #4
    Player
    Eye_Gore's Avatar
    Join Date
    Jun 2014
    Posts
    1,628
    Character
    Yolanda Freebush
    World
    Malboro
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    Dhorme Chimera is a perfect example of this happening: Pulling it up the hill allows characters to have a far easier time avoiding several of the AoEs without even moving.
    Got this in trial roulette the other day, was surprised people still did this. The fight was over in about 3 minutes if that. Seemed it took longer to walk to the hill and back than kill it.
    (0)

  5. #5
    Player
    Illya's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Illyasviel Einzbern
    World
    Ultros
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    No, its to avoid having mechanics unintentionally cheesed/broken by terrain.

    Dhorme Chimera is a perfect example of this happening: Pulling it up the hill allows characters to have a far easier time avoiding several of the AoEs without even moving.

    It was possible for ranged dps and healers to dodge Mortal Ray(which gives the instant kill Doom debuff) in the Teratotaur fight in Sunken Temple (NM) by climbing up the mount of sand in the room negating most of the fight's mechanics.
    The original arena for the T5 Twintania fight had an uneven floor and players figured out how to stand in a pit near the arena wall to trivialize the divebombs mechanic. Later on SE made the floor in the arena level but the players already knew where to go and the mechanic was not altered as Second Coil had been released at that point.
    (0)