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  1. #1
    Player

    Join Date
    Aug 2017
    Location
    Ul'dah
    Posts
    2,057
    Quote Originally Posted by Reinha View Post
    There is variation between expansions but the Charybdis in O1 is the same as in O1S. Akh Morn in Shinryu normal is the same as in the extreme mode (although less damaging). We already get to see some mechanics in normal modes of the same bosses and even get visual ground indicators to learn to dodge better (Clamp, Earth Shakers, Icicles). If we assume the normal modes aren't enough to train players for savage/extreme, I don't see how dungeon trash is going to do it any better. The idea of harder trash is appealing to me after doing high PotD floors but it's not the same as fighting a boss and it will never train people for boss fights as well as the normal versions of those bosses.
    I haven't forgot about you, I promise

    I wouldn't exactly say harder trash as opposed to smarter trash. I like that normal/hard mode fights are essentially previews of their extreme modes. But I think that should, in a sense, extend to dungeons as well. It certainly won't prepare all players for extreme fights, but it does reinforce the basic idea of paying attention to what you're doing. I wouldn't mind seeing more debuffs during a hard mode dungeon run myself. The expert roulette should feel like an expert roulette...of course, incentives need to be adjusted and I have my own thoughts on that, but ideally, expert roulettes should be the spot where you are preparing for harder content.

    Quote Originally Posted by RaijinSupreme View Post
    Why do yall keep going baack and forth and baaack and forth and BACCK AND forth with this person, trying to prove to one.....ONE person the validity of savage content???

    Let’s simply look at the facts here.

    Regardless of any one person's dissenting opinion, savage content has been a complete success in this game, even to the point that devs felt it was necessary to create a fight that’s harder than savage content. Its existence has already been proven worthy and welcomed, and it isn’t going anywhere anytime soon.

    If she don’t like it, she don’t have to, and not a single essay that you write to her is going to change her opinion, or force her to stop giving her opinion, and at this point, y’all are just going in circles.

    So instead of spending hours upon hours with her, try talking to someone who’s actually willing to listen to what you guys have to say.
    Well...I did say this was an open discussion. And as far as I know, it still is. I have welcomed open opinions - yes, me and Riyah have been going back and forth for quite some time, but I don't view that as a bad thing. It's a debate. You've seen Presidential Debates, right? They engage in similar circular arguments throughout their three debates. We just happen to be passionate about our stances. Either we'll agree to disagree, or we'll find a middle ground.
    (4)

  2. #2
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by KaivaC View Post
    It certainly won't prepare all players for extreme fights, but it does reinforce the basic idea of paying attention to what you're doing.
    I can agree with this. I want harder and more interesting dungeons too, but not for the idea that it would improve players. Just for the reason that it would be fun and encourage developing different kinds of skills than boss fights do, such as knowing when and what to interrupt/stun and put to sleep or kiting and LoS pulling. If MSQ dungeons stayed easier but each new optional hard mode dungeon was actually hard, we would have a good balance of challenge and still letting all kinds of players continue the story. A difficult Aurum Vale HM would be first on my dungeon wish list.
    (0)
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    Viper