


More random mechanics would be so much fun, yet there's people that think that scripted fights = good player...? And I just don't see how that makes any sense.
If the mechanics were punishing and non-scripted, I guarantee you the community will collapse and cannibalize each other even faster than now lol. We're already have enough fools failing to "scripted" fights like Zurvan + Creator and you want even MORE raid awareness, job skill, reflexes and clutch judgement?
People gotta be careful what they wish for. A3S was a taste of what random punishing mechanics would be like (Digititis + Add phase) and last I checked, those mechanics were particularly hated and tore many groups apart alone, this was even before they fell to the "scripted" part of the fight.
Good players will adapt to whatever the fight demands of them in order to clear, scripted or unscripted its the same. Fights can be scripted and still require skill to clear.
Last edited by CookieMonsta; 02-11-2017 at 05:04 PM.




Memorization is why Touhou is a thing. Players know what's coming next and prepare accordingly. Memorization is as much a skill as reaction time.

On that note, I'm in favor of the next crossover event being with Touhou.
Large fates like odin with crazy huge amounts of bullets and silly Touhou hats as the prizes, as well as a few minions
"If you have come to the godmother for a favor, you must first pay her your respects"



If the story actually had some relevance to the overarching story of FFXIV again.
The Binding Coil of Bahamut, while generally isolated, still served to conclude the story that ended 1.X, and would reflect upon the main story later on; if only in a minor way.
Alexander is 100% completely isolated from everything else in the game. Even the Crystal Tower and Mhach still helped to build on the world and its lore. Alexander is so totally separate, that its story is actually made to justify its total segregation from all other content. I really, really hope that this is not repeated with Omega. Hopefully we'll get something more like Bahamut again, given Omega is already established in the MSQ.
1. A multi-part raid that doesn't just involve falling from a higher platform in order to reach the "new" arena. E.g. actually moving the boss through a massive arena, with some periods of pure terror and subsequent fleeing.
2. Environmental cover. And not blowing it up early.
3. Something, something subtargets (e.g. leg joints, the cannons, the exhaust vents).
4. Some environmental objects or field weapons that aren't activated solely by empowerment through a vaguely raised palm.
5. Reasons to split up, without actually being forced to split up.
6. Reasons for dps to at least psuedo-tank some smaller mobs, etc.
7. Vantage points (beware of fall damage should they be destroyed without a movement skill at the ready).
One thing I loved about Coil that was sorely missing with Alexander was that sense of journeying into the unknown.
Coil was a mystery. What was down there? What will I find and how will I deal with it? "Holy crap, look at the size of that!" "It's you!"
Alexander feels more like another adventuring footnote. It's there. It might be an issue, except it won't be. Defeat the gatekeeper. Now defeat THIS gatekeeper. Goblin jabber. Something, something time travel. Traumatized scar waifu. Special cat.
Bring back the sense of exploration.



That's not entirely reasonable. Coil was a "mystery" because it managed to be something we had never seen before (crystals and technological ruins) in addition to being linked to story elements that were built up over the whole of ARR (read: everyone and their mother talking about the Calamity). The reveals also didn't mean much if you never played during 1.0. "Oh, it's that grumpy girl from the early storyline. Oh, some stuff about a dude she's looking for. Oh, so that's what happened after the whiteout..." etc.
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Something we should also talk about is raid dungeons as part of a tier. Coil and Alex were basically corridors leading to a boss and nothing else. I'd rather Omega be Stormblood's "tier 1" raid, then introduce something new for 4.2 and then finish it off with a third raid for 4.4. Of course, the challenge is in needing a cohesive story to tie the three different locations together; you'd need to introduce something near the beginning of Stormblood and have it pop up once in a while to build things up. It's also a resource-intensive approach.
The trade-off would be making those adds hit really hard or create a kill priority via mechanics.This is like the only certain mechanic in every trial/raid ever. I agree. Maybe they need to give us buffer adds that we dont want to kill or need to keep alive so we can deal massive dmg/survive some mechanics, that would be interesting, have the off tank bus the adds to where theyre needed. not hold them down for total destruction or the party dies
For example, you could make an add that when they die does something to the boss to make them take more damage for a bit. Making an add particularly dangerous to the off-tank would also work. It's a pity we don't have a job that can mind-control mobs, because a mob that has to be mind-controlled to make the fight doable would be interesting. Adds that need to be killed by the raid before the boss gets them would also be something new for this game.
Last edited by Duelle; 02-12-2017 at 08:39 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
The trade-off would be making those adds hit really hard or create a kill priority via mechanics.
For example, you could make an add that when they die does something to the boss to make them take more damage for a bit. Making an add particularly dangerous to the off-tank would also work. It's a pity we don't have a job that can mind-control mobs, because a mob that has to be mind-controlled to make the fight doable would be interesting. Adds that need to be killed by the raid before the boss gets them would also be something new for this game.I assert that it doesn't have to be adds that need to be killed at all to survive the ultimate in the first place, it could be done in a different way to what we have now. Not every fight needs or should have adds. But to be solution oriented here are a few ideas:This is like the only certain mechanic in every trial/raid ever. I agree. Maybe they need to give us buffer adds that we dont want to kill or need to keep alive so we can deal massive dmg/survive some mechanics, that would be interesting, have the off tank bus the adds to where theyre needed. not hold them down for total destruction or the party dies
1. The huge door mechanic during the first Diabolos fight in Dun Scaith. It's an entirely different take on the adds/ultimate mechanic and I actually think that part is pretty cool/interesting because it's a pretty dramatic moment even after having done it a few times.
2. Having NPC's you need to keep alive or protect to decrease the damage taken.
3. An idea that came to me during the Nael fight when he causes the giant tomelith in the middle. Create a series of increasingly difficult telegraphs that change patterns slightly during each attempt and each hit increases the damage taken by the ultimate.
4. Or, here's a novel concept, how about we just have the ultimate straight up hit your group and the only way to survive it is through intelligent timing of cooldowns and your healer's ability to react?
This would only be possible with a postponed release of the story mode (or no story mode like we had with coil).
From what we heard, both seems not to happen in Stormblood.
The thing is: You would have to stretch the time between mechanics alot or make them more easy. The current fight wouldn't work when they would be random as there are cooldowns that would not be ready.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
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