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  1. #10
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    I can see how people could be disappointed in the content. It has its thrills, though thinking about it and the scope of the game they can only make it so difficult. I think they took small steps but can expand from there...

    I was expecting puzzles as well but in the end I feel that after running it so many times people will either memorize the answers or look them up. Since there could only be so many you can implement, and with the rate people spam the content, it would becoming less of a fun challenge and more of a hassle for those who don't take their time and want to get in and out (which seems to be a majority of the player base). Not saying it's a bad idea, I'm just saying anything you put in is essentially limited by something. There's always going to be a bottleneck to the process.

    The monsters themselves aren't horrible so far but I do notice if you treat it like a dungeon, and try to pull all the rooms. Unless you're prepared you're going to have a bad time. We did one where the mob gave us silence for 20 seconds or so but then more spawned. We got hit and some died to dual manticores being fought with other mobs. Going in seeing HP / MP increase, or abilities unavailable was nice to see.

    For me, it showed how much the defensive play style of this game is lacking. I was taking poison off of people but after a bit I figured, why bother? The no auto regen being disabled made me toss in a cure every now and then if we didn't have a tank. We got no abilities, but someone used an item and it was gone. Being blind didn't hinder us at all. Debuffs, and the need for esuna hasn't been so dire to use yet.

    The bosses have potential but they are dying fast. We did one last night and he ran into the center to cast fear on the party, you knew what to do..well..some. Some got hit with it, but the guy was at 1% so..didn't matter.

    It could be a wonderful way to introduce end-game mechanics from these bosses to make it hard. You can make the bosses random, but even then after so long you will know exactly what to expect. It all eventually goes into memorization, or someone telling you. I'd like to see Ex primals or their moves come into play. People still die from landslides, dive bombs are hated, or a Levi / Ramuh based one.

    I like it so far..I can see where they could make it more difficult but also I see how things like Slow / Blind / Poison are very weak in the scope of the game.
    (3)
    Last edited by Leigaon; 07-20-2016 at 10:29 PM.