Black with a green border, a weird meta triangle in the middle. Easily recognizable and I agree(since this has plagued parties ive been in since Twin wasn't in DF) this needs a tutorial XD3) Divebombs - Once again this could be elaborated upon understanding certain marks upon party members during a raid and adjusting accordingly. To my knowledge divebombs have a specific symbol that's remained consistent through 2.0 and 3.0. With more dragons on the way I imagine we'll be seeing plenty more divebombs in the near future!

For example, there should really be more dodge mechanics and stacking mechanics. These seems to be the worst problems in the General raid community.Hey everyone,
While we currently have no plans to add new guildhest content, we may be able to add content where players can learn and practice difficult mechanics so they are more familiarized in end-game content through the upcoming Beginner's Hall (tentative name). So we would like to hear from you what kind of mechanics you would like to practice in these areas.
Please note that the content for Beginner's Hall hasn't been finalized yet, therefore, we cannot promise if these can be implemented for this; however, we'll definitely use your feedback and suggestions when making future considerations.
There are 3 guildheists already that are nothing but dodging. Particularly, the goblin one (Flicking sticks and taking names), the bomb one (Long live the queen), and the voidsent one (Shadow and claw). Another person in this thread also asked for a guild heists where there are allow of debuffs to remove, this exists in the sylph one (Alls well that ends in the well).


Thank you for the reply! Some things I would like to see would be:Hey everyone,
While we currently have no plans to add new guildhest content, we may be able to add content where players can learn and practice difficult mechanics so they are more familiarized in end-game content through the upcoming Beginner's Hall (tentative name). So we would like to hear from you what kind of mechanics you would like to practice in these areas.
Please note that the content for Beginner's Hall hasn't been finalized yet, therefore, we cannot promise if these can be implemented for this; however, we'll definitely use your feedback and suggestions when making future considerations.
-Tethers that players must break
-Mechanics that require Line of Sight to dodge/avoid
-Area-wide mechanics (such as each player having to take an add to one corner of the stage and kill it, or else the boss gets a buff)
-Multiple color-coded mechanics that require memorization to avoid (such as a blue rock meaning to move away from the party, red meaning to stack, green meaning to move away from the tank, etc.)
-Attacks that require the party to stack and split the damage, or else one party member suffers an instant KO
-Enemy mobs that require the party to focus down specific enemies first due to having increase attack power/debuffing powers
-Anything that requires party members to move as a full unit across the map
-Mechanics that punish the player for casting a spell/using an attack at the wrong time, such as having Balance reflect off of party members and go onto the boss. This would encourage players to pay attention to buffs/debuffs.
These are mechanics that are mostly present in Coil and Alexander Normal/Savage, as well as some HW dungeons. But they are seen so infrequently that players don't have adequate practice with them outside of one or two fights.
Last edited by Amiaze; 10-08-2015 at 09:31 AM.
WinterMaintenance is coming
Worth to note that these are player strategies for handling mechanics and probably not the intended way of handling them.Thank you for the reply! Some things I would like to see would be:
-Mechanics that require Line of Sight to dodge/avoid
-Anything that requires party members to move as a full unit across the map
These are mechanics that are mostly present in Coil and Alexander Normal/Savage, as well as some HW dungeons. But they are seen so infrequently that players don't have adequate practice with them outside of one or two fights.

I have been healing through most of my gaming career so these are my observations of good things a healer needs to know how to do:
Basic
-Triage:Fairly basic but always good to reinforce. This has two ideas, the order of importance of who to keep alive, possibly with focus on edge cases such as keeping a focused interrupter alive and the idea that some people can't be saved and to not waste mana on them.
-Job Specific Mechanics:Astro cards and scholar aether, not sure what white mage would have.
-Stairs of Evil: Stairs will block LoS with the tanks at the oddest of times.
Moderate
-Move and Cast: Each healer has different tools to do this though even just the idea of getting the rhythm down of cast-move-cast-move can be really useful.
-Advanced Job Combos: Astro royal road combo and advanced faery control for the scholar
-Advantageous Use of Healer Agro: You are a healer, you generate global agro, when new things spawn they are going to you. A healer must learn how to handle this and even turn it to their advantage. Also, LoS is your friend.
Advanced
-Your (Healer) Health is a Resource: This is something I see take a long time for a healer to get a feel for. As long as your HP isn't 0, you are fine in most fights. Learning when to actually stand in an AoE and take it yourself to save someone else.
Last edited by Durriken; 10-08-2015 at 01:32 PM. Reason: Hit Character Limit


This is true in some instances, but not all. The way divebombs are handled with Twintania and the LoS method used against Rafflesia nowadays aren't the methods that were supposed to be used.
However, there was a boss in either Amdapor Keep Hard or Wanderer's Palace Hard that required you to run behind statutes to avoid being killed by a specific move. (Sorry, I cannot remember which dungeon it is, specifically.)
And, from my understanding, moving together as a unit is more essential In A1S. I haven't heard that there is really any other intended method, but I could be mistaken.
WinterMaintenance is coming



I might be a little bit late to this thread but... here goes.Hey everyone,
While we currently have no plans to add new guildhest content, we may be able to add content where players can learn and practice difficult mechanics so they are more familiarized in end-game content through the upcoming Beginner's Hall (tentative name). So we would like to hear from you what kind of mechanics you would like to practice in these areas.
Please note that the content for Beginner's Hall hasn't been finalized yet, therefore, we cannot promise if these can be implemented for this; however, we'll definitely use your feedback and suggestions when making future considerations.
Whatever else is included for tanks, I think it would be great if there was a feedback mechanism that gives better, well, feedback on how much damage the tank is taking. Sort of like a DPS meter, but for incoming. Or a "healer stress meter" or something.
Doesn't necessarily need to be a literal meter; another idea might be coloring the edge of the screen, with more intense colors when they're taking a lot of damage. Anyways, anything like that...
Beginner's Hall? First Ive heard of this, please someone enlighten me.
As for mechanics, I'm pretty sure that you could take your cue from the unique mechanics used in the least completed content of the game....and I'm certain you guys at SE have data for that.
That said, yes, we need guildhests that go beyond lvl 50.
Last edited by Kosmos992k; 10-08-2015 at 04:24 AM.
I remember this idea I believe was first used in a community rep response to a very heated and large in-game parser debate. I could be remembering this wrong, but I believe this idea spawned from the fact that some people want an in-game parse and others are scared a tool like that will be used to alienate and discriminate against lower DPS in content that doesn't need it (read: Expert Roulettes and stuff, we all know all too well how these threads usually go whether you're an advocate of them or not). This was offered as some kind of medium between the two, and was initially supposed to be an "arena" (I guess..) where you could go to improve your rotations (read: some kind of solo DPS gauge) and practice mechanics in content. This was also mentioned to help Tanks understand Enmity, how it works, and what does/does not affect it, and some stuff for healers prioritizing heals and managing MPs and such.
But honestly, with the DPS tool being applied to training dummies, maybe this will just be flat mechanics. And as I said above, I don't think SE meant just AoE dodging-tether swapping type mechanics. This is supposed to serve new players learn the fundamentals of their jobs as well. At least, if the vision of it hasn't changed much since inception. This is honestly the first I've heard it mentioned on the forums in a long while. Good to see it's still a thing.
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