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  1. #41
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Duelle View Post
    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.
    Quote Originally Posted by ADVSS View Post
    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
    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:

    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?
    (0)

  2. #42
    Player
    Nicolepwned's Avatar
    Join Date
    May 2015
    Posts
    106
    Character
    Rose Kilupa
    World
    Sargatanas
    Main Class
    Scholar Lv 100
    Stop punishing groups for bringing along 1+ people who have cleared. The Page system as it stands is beyond stupid imo.
    (2)

  3. #43
    Player
    Llus's Avatar
    Join Date
    Dec 2016
    Posts
    326
    Character
    Agret Fury
    World
    Sargatanas
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Shurrikhan View Post
    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.
    (0)

  4. #44
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Nicolepwned View Post
    Stop punishing groups for bringing along 1+ people who have cleared. The Page system as it stands is beyond stupid imo.
    OMG, this. It's so annoying how I cannot help friends who are progging Savage without simultaneously screwing them out of loot which would only help them. I get the intent may be to limit selling runs, but honestly, who cares? Three months later, a catch-up patch will make acquiring that ilvl a simple weekly. All this system does is encourage people to stick with one group and only one unless they have alts.
    (1)

  5. #45
    Player
    EorzeaHero69's Avatar
    Join Date
    Sep 2014
    Location
    Ul'dah, Thanalan
    Posts
    738
    Character
    George Strong
    World
    Excalibur
    Main Class
    Paladin Lv 100
    What I'd also like to happen is a new strat to keep a raid from finishing an ultimate attack like maybe use something to restrain them, damage em as much as possible to interrupt it, or if that's not possible, maybe use something to reflect it back at em and deal damage to it.
    (0)

  6. #46
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,225
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Any allusion to final fantasy V would be nice.
    (0)
    Final Fantasy XIV forums in a nutshell
    Quote Originally Posted by Saccharin View Post
    I stopped reading here. I really did. Can people stop asking for FF14 to be FF11 reborn. They tried that and look what happened.

  7. #47
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Nicolepwned View Post
    Stop punishing groups for bringing along 1+ people who have cleared. The Page system as it stands is beyond stupid imo.
    I wouldn't want to see it gone, but maybe eased so that one or two people with clears can help people who haven't cleared. I'd say no to 7 people who have cleared helping one who hasn't
    (0)

  8. #48
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    First off, the loot system needs fixing. I'd either lower the price from token exchanges dramatically (like 2 for right side, 3 for left side, 4 for weapon) or scrap it altogether and just use a true token system instead of gear drops (fights drop a token that can be straight up traded for anything on the loot table).

    Second, the helper rule is fine and exists for a real reason (which is not to deter sellers like someone said earlier) but raid tiers need to be unlocked sooner. Assuming we keep the current ~3 month schedule and the same relative difficulty, I would unlock a raid tier every odd patch instead of waiting for the next tier to release. I would then add increasing amounts of echo after the next tier releases.

    Third, (while this is not directly related to raiding, it influences the value of raiding) I would delay crafted gear releases until the .X5 patch (so 4.05, 4.25, 4.45). That way, people can focus on the content at release and not have to decide between making gil or progression. It also gives value to BiS gear from the last raid tier because it'll help in early prog. That way, raiders don't feel forced to spend a small fortune on patch-day crafted gear (though they'll still be spending a small fortune on food and pots).

    Lastly, I would get rid of normal mode. If content is tuned like the Creator currently is, there is no need for a normal mode. It's already accessible enough. If they ever release something at the difficulty of Gordias or Midas again, then a NM mode makes sense. With the increased budget, give casual and MC players unique, creative raid content that helps them improve and builds a stairway into Omega. Keeping Omega exclusive helps build anticipation, mystique, and gives you a bigger carrot on that stick.
    (1)

  9. #49
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by loreleidiangelo View Post
    snip
    As it stands now, making mitigation/healing checks harder would pretty much exclude a lot more people from savage raids. You should understand that there are plenty of tanks staying in tank stance all the time but mitigating suboptimally compared to the good tanks who doesn't even pop tank stance. Similarly with healers, there are healers who don't dps yet still do subpar healing/mitigation and only play reactively (sees damage > starts casting heals). If you increase the healing/mitigation checks in raids such that even the good players have to focus a lot on their defensive tools, you'll make the raid inaccessible to a huge amount of players who cleared creator savage. Whether making the difficult raids inaccessible to a lot of people is a good thing or not, I'll leave it to the devs to decide.

    Also I noticed that people are also asking for less scripted fights, but I wonder if they actually did some of the past raids with a bit more rng mechanics like a3s or a8s. Iirc players generally didn't like a3s' rng mechanics.
    (0)

  10. #50
    Player
    Hakuro89's Avatar
    Join Date
    Feb 2014
    Posts
    509
    Character
    Reimi Ackerman
    World
    Midgardsormr
    Main Class
    Ninja Lv 51
    1) Not a mini-version of itself in the final battle
    2) One moderately difficult endgame raid, without a non-savage baby raid spoiling its story
    3) A Coil-style loot system. No more of that token bulls***.

    I know none of it will happen, but I can dream.
    (1)

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