I forget which fight, but there's one that has a chat bubble that always covers up my ability to see the gaze indicator.
I forget which fight, but there's one that has a chat bubble that always covers up my ability to see the gaze indicator.
Last edited by KarstenS; 10-27-2017 at 07:40 AM.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
rekt. The 10 page ACT Callout thread just got censored/deleted. Wasn't even that toxic compared to many other threads, and there wasn't any naming/shaming going on
Because the designer intended the player to read the bubble and identify what mechanic will follow from that. You might not like this, but it is part of the fight. If they wanted to make it easier, they would have voiced those lines, but as far as I gather, "easy" is not the intention of that specific encounter.
And how exactly does forcing the player to constantly shift their eyes across the screen to keep an eye out for a speech bubble make the fight harder? All it does is put strain on the player without any real reason. Seems other games can add voice lines without altering the difficulty so what exactly makes this any different? Its simply a case of them not putting voices where they should be for god knows why. Not any different from a player in VOIP doing callouts or an ACT trigger going off.Because the designer intended the player to read the bubble and identify what mechanic will follow from that. You might not like this, but it is part of the fight. If they wanted to make it easier, they would have voiced those lines, but as far as I gather, "easy" is not the intention of that specific encounter.
By making the player constantly (although it is arguable, the instances where Nael says something come at a regular interval) shift their eyes across the screen to divert their attention. This is what makes it harder. Yes, if one person does it and calls it out over voice then it is a team effort and that one person carried their team for this one mechanic. The fight is pure strain, that is the point of it. Now you know how people feel who are less skilled in the game and are getting confronted with mechanics they are not comfortable with.
Yes! We need more, “ Sloppeh!” And “Die, Die, Die!!!” In our lives.
I think the voice cues is what has made not only Susano easy, but also made the last boss of Rabanastre probably the easier of the bosses in the alliance raid.
without reading the other comments, I feel the voicing for major bosses, is more recent, "starting" with Sophia, if i remember correctly. Nael, though the encounter, is new, is an old boss, so a voice trigger might not of been in the mix. But that isn't to say it can't be added.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
I understand your point. Artificial difficulty like that is still cheap, though.By making the player constantly (although it is arguable, the instances where Nael says something come at a regular interval) shift their eyes across the screen to divert their attention. This is what makes it harder. Yes, if one person does it and calls it out over voice then it is a team effort and that one person carried their team for this one mechanic. The fight is pure strain, that is the point of it. Now you know how people feel who are less skilled in the game and are getting confronted with mechanics they are not comfortable with.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.