I really don't see what's interesting in this. I think being able to dps and heal requires way more skills



I just want a sense of adventure. Alex was boring. I remember getting excited during the trailer for Midas and seeing that giant city only to get in there and it was just a sky box.
And more involved fights. I'd like some environment activities going on.


Few things.
1. Less party wipe mechanics. It is bored. I have 36000 HP for nothing. Someone fail chain? YOu're dead. Someone Fail Puddles? your dead, Someone Fail X thing, even if you don't fail, you're dead anyway. I knwo the team work is important, but is becoming annoying. Sophia is a good example. Even if people die, you still can complete it if resurrect them. People who is doing the mechanics correctly shouln't be punished.
2. Make both tanks and both healers necesary to avoid Solo-tank /Solo-heal situations on PF, but this in general, not only for Omega.
3. More variety. I liked a lot the Alexander. But it is always machines and goblins. More variety of enemies could be cool.
With that I'm happy.
1. But then that makes clearing the encounter all but certain. It shifts the skill burden to the healers because they then become capable of carrying lesser players who cannot do mechanics. Punishing mechanics exist for the reason of ensuring the 8 party members are reasonably challenged equally.
Though I would rather mechanics are punishing by merit instead of by design, like the boss hits really hard naturally or he applies a continuous debuff on the party (thus making raid hits naturally punishing). I think the real issue is the mechanics so far feel too polar, you either clear the mechanic and get away unscathed or get punished really hard. There are few mechanics that are unavoidably punishing but you can mitigate its impact through skillful play/composition.
#bringbackmidasdifficulty
I accutally want a fight where the goal is to stay alive and press/interact with things/buttons in order to activate self destruct for the place. Rather than burning the boss down.
The CS should be raid members escaping the explosion then doing their victory poses.
"BAAAAAARD!" - 2018
I feel like a fight of that type ought to be on every raid MMO's bucket list for at least one fight across all its expansions. Maybe Stormblood will have the opportunity? One can hope. I'd certainly like to see it.
That said, could use some "interact"ions that go beyond simply raising a palm towards the object's hitbox column at shoulder level every time...
They had this when they released the steps of faith, this fight was about tanks holding aggro; healers healing and DPS doing nothing but objectives. If done correctly, you could clear w/o doing any DPS; but people complained because they weren't able to clear it (DPSing instead of doing objectives) and so they made it easier. Now one tank and one dps can do objectives, while the other DPS hit things like they're used to doing.I feel like a fight of that type ought to be on every raid MMO's bucket list for at least one fight across all its expansions. Maybe Stormblood will have the opportunity? One can hope. I'd certainly like to see it.
That said, could use some "interact"ions that go beyond simply raising a palm towards the object's hitbox column at shoulder level every time...
Absolutely no "kill adds in time to not be killed by the ultimate" mechanic. Seriously, that mechanic is so over done at this point I'd be happy to never see it again, ever.



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
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