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  1. #1
    Player
    ZerofraZ's Avatar
    Join Date
    Feb 2016
    Posts
    17
    Character
    Vovan Zerofraz
    World
    Cerberus
    Main Class
    Bard Lv 70

    Deltascape design problems

    I think, that some battles in the Omega raid have problems with design and these problems make trouble for melee DPS and their positional attacks.
    --- First battle- the problem of positional attacks, when the boss comes very close to the wall. Impossible to make a rear positional attack. Possible solution- the boss must be not too close to the wall
    ---Second battle, when the floor becomes black, the circle under the boss becomes invisible (I have a white color). Possible solution- to fix the circle, it must be above the black mist, not under
    ---Fourth battle. The boss's coat blocks the sight and the round under the boss almost impossible to see. Possible solution- to make the coat twice shorter

    I think, that these problems must be fixed



    (1)
    Last edited by ZerofraZ; 07-07-2017 at 10:40 PM.

  2. #2
    Player
    Sieben79's Avatar
    Join Date
    Jul 2016
    Posts
    151
    Character
    Shalya Arlemoire
    World
    Phoenix
    Main Class
    White Mage Lv 70
    For the first Boss: It's his mechanic. He tries to push the group to the center (later with fireballs), so if there is a possible way to go behind the boss, then this mechanic would be useless. It's better to attack him with less potency from the front or flank then no damage. They could have made him disappear and placed him out of the arena and non attackable. It's ok and it's not last forverer. (20 seconds or so? maybe less).

    Second boss: the front is where the eye is. I don't need a ring with a tip on it to figuere it out.

    Fourth Boss: The back is, where the cape is. The flank is where the arms are.
    (6)

  3. #3
    Player
    ZerofraZ's Avatar
    Join Date
    Feb 2016
    Posts
    17
    Character
    Vovan Zerofraz
    World
    Cerberus
    Main Class
    Bard Lv 70
    As for the first boss- maybe I can agree. About circles- they were created to see the target position and rotation and if a bad design, making trouble to see this circle clear and clean is good for you, it is not good for me and for lots of players, Im sure
    (1)

  4. #4
    Player
    Sieben79's Avatar
    Join Date
    Jul 2016
    Posts
    151
    Character
    Shalya Arlemoire
    World
    Phoenix
    Main Class
    White Mage Lv 70
    I can understand your point.

    If Catastroph uses his purple goo move, the player is supposed to hit the float button, so if the player won't hit it and doing his rotation, he'll die anyway. After floating, the effect of the purple goo is gone and the indicator is visible. It's a matter of seconds. So this I wouldn't bother around.

    ExDeath, ok, his cape is long. There could be some changes, but
    Possible solution- to make the coat twice shorter
    would looks really stupid on a badass like ExDeath. Let's say maybe a tick shorter to see the circle
    (1)

  5. #5
    Player
    Frizze's Avatar
    Join Date
    Feb 2016
    Posts
    2,928
    Character
    Frizze Steeleblaze
    World
    Lamia
    Main Class
    Black Mage Lv 100
    Or... the circle could be made larger to show without having to change the boss design for ExDeath.
    (5)

  6. #6
    Player
    Cold_Raven's Avatar
    Join Date
    Jun 2014
    Posts
    200
    Character
    Cold Raven
    World
    Zalera
    Main Class
    Marauder Lv 70
    I kinda like the challenge of working through these mechanics.

    None of them are all-the-time.
    Even the cape moves and you can make sure you're 'guessing' at the right places when it covers it again.
    (0)

  7. #7
    Player
    Subucnimorning's Avatar
    Join Date
    Aug 2013
    Posts
    457
    Character
    Blue Lightt
    World
    Behemoth
    Main Class
    Dragoon Lv 70
    I would be sad if the cloak got shortened, it adds to his look!

    I do see your point though, you want to move the least amount possible between rear/side flanks but for these instances you either have to eat the kenki loss on the times where you can't hit a positional (like the first boss) or you have to exaggerate your positionals in order to make sure you are hitting them (like on Exdeath)

    Edit: Can use True North on first boss too, not sure if it is up for every time he does that mechanic though
    (1)
    Last edited by Subucnimorning; 07-11-2017 at 01:23 AM.

  8. #8
    Player ManuelBravo's Avatar
    Join Date
    Apr 2012
    Location
    Milpitas , CA
    Posts
    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90

    I don't get it.

    Hmmm first seems like a tank positioning problem to me, I tank it on the side mainly for back attack access or a bit in. Second I don't get that and seems like a camera issue can easily be adjusted to show. Third , really a cape issue? People don't need to be fully stack on boss so kind of pointless. As long as they can target and move a bit they are fine. I rather have them focus on more content then small things.
    (0)

  9. #9
    Quote Originally Posted by ManuelBravo View Post
    Hmmm first seems like a tank positioning problem to me, I tank it on the side mainly for back attack access or a bit in.
    it can't be turned while it's readying that attack.
    (2)

  10. #10
    Player ManuelBravo's Avatar
    Join Date
    Apr 2012
    Location
    Milpitas , CA
    Posts
    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by SendohJin View Post
    it can't be turned while it's readying that attack.
    I've tanked it several times, tanks can time the attacks before they happen based on patterns. At least with parties I've been in. I've done DPS and Tanking and find my self tanking more often do to many tanks not properly positioning. gets irritating when tanks don't listen or get offended for people giving them tips. :/
    (0)

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