Quote Originally Posted by Bobs View Post
Anything to not talk about the topic. Right?

I'm glad you learned something about syntax today.
I have quite literally been responding to a huge chunk of posts in my own thread. So I'm not sure where you are getting off that I'm not responding to my own topic. But since you want to assume I'm trying to avoid my own topic...

Quote Originally Posted by Bobs View Post
Still have not give a better way to describe the Bullet Hell End Game that is FF14 currently.

plural noun: semantics
"such quibbling over semantics may seem petty stuff"
You have not even given a good example of how bullet hell games even correlate to FF14 endgame. They aren't the same. Dodge this attack, hurt the boss...that's like every combat game ever (outside of FPS and RPGs). Which brings me to...

Quote Originally Posted by Bobs View Post
Bullet Hell games typically have a set of mechanics that are always the same and repeat. So the way to play them is to learn the pattern then optimize, similar to how people learn the boss fights in FF14 (very similar).
Most games featuring combat of a sort are like this. If you really want to break it down, Mario does this. 'Don't run into a Goomba unless you have the Star Invincibility...jump on their heads. Watch for that moment when chain chomp stops bouncing on the ground, wait for him to try to strike in your general direction, and dodge/avoid as appropriate. Jump on bomb-omb to disable it and then react as appropriate before it explodes.' Pretty much all Mario enemies have a pattern. Same with 2D Castlevania. Watch for enemy attack patterns, react as necessary. If your argument is that the connection between FF14 and bullet hell is 'learn the pattern, optimize, repeat', platformers, some FPS, some RPGs/action RPGs, and a huge swath of other MMOs do the exact same thing.

Why don't you show me the bullet hell equivalent of the following, since you are being very adamant about bullet hell:

All Savage raids: unavoidable damage, tank busters, healing

O1S - fireballs + ice slide
healers having to deal with Charbydis
intentional boss positioning for his clamps, especially after the one he uses from the edge of the arena

O2S - double stack markers
placing down tentacles
double stack markers while running
-100G
the gravity mechanic itself

O3S - Critical Hit
All variations of Queen's Waltz
The entirety of the Library Phase
Animal Farm
Iron Giant + Ninja phase
Reapers + Tethers phase



Quote Originally Posted by Dzian View Post
All an enrage timer does is essentially make things a mandatory speed run. Can't clear in 9mins 45 seconds you lose. Even if you could clear in 9 mins and 59 seconds. Just that little bit slower.

It only further promotes the super fast / rush everyrging culture many people complain about so much. Be quite happy if they scrapped them all.

It just a Speed run in a slightly different disguise and they were supposed to die end of 1.2. Where you had to do sub 17 minute av and cc runs to get relic salts when 25 mins was already considered a Speed run.
Originally, I was going to dispute this. But now that I think about it, in a sense, perhaps you're right in that trial fights are similar to speed runs. While the fights themselves do promote both efficiency and quickness, I wouldn't say it promotes players rushing. The fights promote optimization in a timed window - basically, they test if you really know how to play your job. Trust me, a lot of us who have been through some difficult wipes can tell when players are rushing - they make silly mistakes in frustration, show that they are incapable when under added pressure from a mechanic/series of mechanics, and/or screw up a rotation and are unable to recover from that.