How is it broken?The trouble with raiding is that they are using a broken system that divides the community up rather than bring it together. Old raiding had people who were hardcore to the bone leading people with all different kinds of commitments and they all were necessary to complete the challenges presented by raiding. What we need is an environment that encourages bringing new people into raiding that doesn't punish the people who have been there longer, and the current system just doesn't do that.
Would it be the DPS checks and 1 person fucking up screws over the whole raid group?


It's not even as simple as that. The trouble is we've got multiple raid difficulties dividing up the community at end game and an over emphasis on challenging the player to be what ultimately is an hp numbers machine under pressure instead of utilizing tactics. There is zero creativity in how players can tackle fights: They must be completed by following a strict routine, and messing up that routine means everyone pays.
Changes that need to happen are
1) Fights can be completed slowly or quickly with no enrage timers. People will always work towards speeding up boss kills and there's zero reason to add a big fat stick at the end.
2) Larger, more inclusive group sizes, but optionally fewer than the max may enter the same fight. No changes in difficulty based on number of players or number of loot drops. A large PF group should be able to do the same content that a smaller fine tuned FC party can be exposed to, just they wont have more drops so people will need more runs to get geared. This lets the smaller parties still get geared faster, while also allowing more casually inclined players to jump in and have fun with it.
So in a nut shell: Have trouble with Seph EX? Zerg it to get through all the phases and then move to a smaller group size to improve the chance for loot drops. Can't handle Alex savage? Same deal. It lets players learn in a "more community friendly" environment before pushing into it with smaller groups.
Last edited by Colt47; 06-04-2016 at 08:44 AM.




If I'm understanding this correctly, you mean to say people could enter Savage with a smaller than 8 party composition? If so, that would require a massive scale down on difficulty. No matter how good you are at the game, even six people wouldn't come close to completing Midas or Gordias. Hell, even in decked out ilvl 240 gear, you'd still with Thordan EX with less players.


No that would be a normal group. The idea is more people could go into savage at once and thus reduce difficulty. There would need to be a little scaling on the enemy HP, but otherwise the fight would remain the same.If I'm understanding this correctly, you mean to say people could enter Savage with a smaller than 8 party composition? If so, that would require a massive scale down on difficulty. No matter how good you are at the game, even six people wouldn't come close to completing Midas or Gordias. Hell, even in decked out ilvl 240 gear, you'd still with Thordan EX with less players.
What I feel is lacking in this game is having fun with stat builds, because most secondary stats suck. Also, having gear that's more than just ilvl. In other MMO's, for example, you get either pieces of gear or set bonuses that'd give you some cool effect such as summoning a mirror image of yourself that'd auto-cast a mage bolt, or an effect to enhance a particular job ability, or lower it's cooldown, or add a small chance for an attack to go off twice. Or to move 25% faster at night. Gosh, anything.
Everything is so same-y and one-dimensional in this game. SE complains about how if there's more variety then things will get more difficult to balance, but I personally think they need to to keep this game fun. As long as I've played this I am just beyond bored with the lack of variety. Give me back my RPG elements. This is what made other MMO's suck up so much of my free time.
imo bosses need to be shorter (less phases) and SE needs to add more bosses.....wiping after 10min+ isnt fun....a6 is frustrating because when learning u have to repeat the whole first 3 bosses....and any other boss ? repeat phase 1 , phase 2...and nail phase 3...wipe? repeat.... T9 was a nightmare because of that almost made me quit at the time...ugh
a3s was the same.... ugh so frustrating the day we killed a3s i wasnt even happy , i was FINALLY FFS! , im not the best player not even close , but come on...breaking 4 bosses into 8 would make the game more enjoyable
Last edited by Warlyx; 06-04-2016 at 11:05 AM.



Agreed. ^ the battle system does need fixing. Also agree with the interesting stats. If they don't do something I really don't see this game lasting for a long time sadly. :/



I'll be frank - I long for some content that isn't the perfectly-execute-or-bust synchronized swimming setup that is current static raiding. EX primals are nice, but tend to go obsolete pretty quickly.
I wish they'd make hard modes of the 24-man raids or something. Man, those mechanics were fun. Tune them so that one or two slip-ups isn't a total wipe if your tanks/healers/whoever are good, but not so simple such that half the alliance can afk the raid like they do now. If done right, it would be perfect content to do if you're looking to be challenged, but don't feel like committing to the huge timesink and stressball that is static raiding. This would require retooling of future gear tiers and whatnot, though, and not sure how a lockout system for it would go. Just random spitballing on my part, but I'd love to see it happen. The 24-mans are really creative and engaging, they're just too EASY for most people who aren't alt-tabbed playing one-handed.

Sadly the largest problem in the raid scene all started with Bismark EXE. DPS Check's This causes a lot of friction between players. Se needs to go back to the old formula, mechanics. DPS check were added to inflate the difficulty and lifespan of the content nothing more. then it really wouldn't be a issue. Most people don't care for raiding primarly is they don't want to put up with the toxic atmosphere and being prejudge in the raiding scene. IF you do these raids as a FC then this really isn't much of a issue. SE did it best with Coils I though where the fights were heavily derived from mechanics. This is the formula they should go back to.
DPS checks were always in content like raids and primals. Thats not a "new formula". It was there from the beginning with first Coil and our 3 primals. Even regular dungeons like Castrum (Ultima) and Amdapor Keep (all 3 bosses) had strict DPS checks.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
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