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  1. #31
    Player
    Mavrias's Avatar
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    Mar 2017
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    1,071
    Character
    Jyn Willowsong
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Metalwrath View Post
    People use the tank lb because most of them arent good enough or geared enough to make the dps checks without it.While i welcome tank lb being used in fights.I dont think it should be used like this case as a crutch to carry people not really capable of the clear.
    I cleared first day without the tank lb strat, it doesn't make the fight harder or more fun to do it that way. Either way you use an lb on the tiger, the smarter use of the lb is one tank oGCD while dps get to continue to burn down byakko, rather than dps limit break channel time and further wasted dps on an add.
    (5)

  2. #32
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Mavrias View Post
    I cleared first day without the tank lb strat, it doesn't make the fight harder or more fun to do it that way. Either way you use an lb on the tiger, the smarter use of the lb is one tank oGCD while dps get to continue to burn down byakko, rather than dps limit break channel time and further wasted dps on an add.
    It does make it slightly easier for worse groups. Deaths actually don't matter anymore if you just use tank LB. For some reason people can't dodge the columns sometimes or deaths during orbs. It makes it easier to recover. For better groups yeah not really, but people wipe due to the check there or a lot of people dead from previous stuff. You can still cheese it with 4 dps dead with just tank LB.
    (1)
    Last edited by Vaer; 02-05-2018 at 12:07 AM.

  3. #33
    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 RiyahArp View Post
    What extreme example? People are comparing Byakko ex to zurvan, and people were quite adamant about how easy Zurvan was, and how all you needed to do to skip soar was just know how to do a normal opener. There's a tendency for this playerbase to assume a lot of stuff in this game really is easy, and it's just the player's fault they don't complete it. The only time it was otherwise was alex 1-8 savage + thordan, which was generally hard enough that people couldn't say this, and many people couldn't clear at all.

    So if they raise difficulty, either in time it gets the same treatment or it gets so hard that he won't say it's easy because he can't beat it or find the people to farm it. I mean, you are using the last fight in arguably the second hardest raid tier in this game as a good model of difficulty is pretty extreme in itself, isn't it?
    Both are easy. You make it sound as though expecting people to know how to execute a proper opener is too daunting a task. If someone cannot perform the basics of their job, they have no business joining EX Primal parties. The fact Byakko is even easier only emphasises how dumbed down the game has become. That continually philosophy makes people increasingly complacent because what incentive is there to improve? They'll just keep making things easier.

    You realize they can raise the difficulty and not mimic Gordias, yes? I purpose cited Nidhogg since he's hardly on the level of Midas or Gordias yet he will punish players for messing up. Claiming people will argue Byakko "nightmare" isn't hard enough is disingenuous. I don't want ridiculously hard primals. That isn't their purpose. I just don't want fights where barely nothing from normal changes and we're able to cheese through mechanics with tank LB. Frankly, the worst part about Byakko is the absurdly long intermission. It's a gimmick to pad out his fight since it would scarcely last five minutes otherwise.

    Quote Originally Posted by Metalwrath View Post
    People use the tank lb because most of them arent good enough or geared enough to make the dps checks without it.While i welcome tank lb being used in fights.I dont think it should be used like this case as a crutch to carry people not really capable of the clear.
    No they don't. People tank LB because it's faster. Ignoring Hakutei allows for significantly higher uptime on Byakko. Why wouldn't you take advantage of that?
    (6)
    Last edited by Bourne_Endeavor; 02-05-2018 at 12:26 AM.

  4. #34
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    OK so first of all, I'm seeing a lot of posts in this thread talking about how ___________ isn't hard and whatnot, when they're judging by how easy it was for their highly coordinated static to clear. Like no, that's not how difficulty works.

    Difficulty is measured by how hard it is to clear something with 7 other people you have never even met. So don't come here and talk about how "easy" Sephirot, Sophia, and Zurvan were, when you probably never even had the patience to join learning parties to see what that shit was actually like. Oh, "skip Soar or disband"? Yeah, should probably do that, since you most likely didn't even know how to do it without tank LBing through it. LMAO

    ANYWAYS, when it comes to Byakko, I feel like he was relatively easy compared to Susano. But making him overly difficult is unnecessary. If you want hard content, there's already Savage for that. And if you think THAT'S easy, you can always take a trip back to Midas. c:
    (9)

  5. #35
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Byakko's diffiulty is based purely on how well SE's able to increase the skill of players overtime.

    Byakko is easy because much like a majority of content aka dungeons, we are slowly taught mechanics over a large period of time and then those mechanics are integrated into tougher encounters with unique twist added to them.

    The game only gets easier because that's the natural progression of things, you know to dodge telegraphs, to understand how certain AoE works, to run away when necessary, to avoid swipe damage, to share AoE dmg etc etc.

    Now if you were to imagine Byakko without being aware of even 90% of the mechanics, it would be a lot harder but that's not the case. People go into the trial ready to understand each concept of the mechanic.

    On top of that you have Byakko story mode that pretty much shows you all of Byakko's moves so you can be ready to react as long as you know the name of each skill used. It's all a learning process and the end results just go to show SE does a good job at teaching players to be ready for certain mechanics.
    (2)

  6. #36
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    The falling part should have something else going on to make it interesting. Red orb patterns, white/black pairs like in Sophia ex, chains, blowing winds, knockbacks, etc. Otherwise the difficulty seems fine for an extreme and it's nice that tank LB is useful for a change.
    (1)
    Graphics
    MSQ
    Viper

  7. #37
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Byakko ex is perfectly tuned and balanced for what it rewards. If the rewards were 365 weapons you could justify a higher difficulty but for 355? No, absolutely not. As someone that’s beaten O4S on content, I consider shinryu ex to be an overtuned piece of garbage fight with rewards not worth the effort. Byakko on the other hand? Again, for what it rewards you, the difficulty is perfect.

    Edit: To clarify a bit more, I believe difficulty should be balanced out by the quality of reward you get. By the time you have the ilevel to do byakko (what's the min req.? 340 I think?) the weapon is only a marginal upgrade over what you should have by that point. Whereas for a fight like shinryu, the difficulty was far too high for a weapon barely better than a 330 tomestone weapon that we all knew would have an upgrade token from the 24m sooner or later. As such, I consider Shinryu to be completely not worth the effort for what you can get out of it and no, the dog/orchestrion/crafting item do not justify a higher difficulty, ever. Compare and contrast to byakko on the other hand where the slightly better weapon is worth getting because of the more reasonable difficulty even though folks will get a 370 or a 375 (if you raid) later on.
    (6)
    Last edited by Khalithar; 02-05-2018 at 03:37 AM.

  8. #38
    Player Vhailor's Avatar
    Join Date
    Feb 2012
    Posts
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Airget View Post
    Byakko's diffiulty is based purely on how well SE's able to increase the skill of players overtime.

    Byakko is easy because much like a majority of content aka dungeons, we are slowly taught mechanics over a large period of time and then those mechanics are integrated into tougher encounters with unique twist added to them.

    The game only gets easier because that's the natural progression of things, you know to dodge telegraphs, to understand how certain AoE works, to run away when necessary, to avoid swipe damage, to share AoE dmg etc etc.

    Now if you were to imagine Byakko without being aware of even 90% of the mechanics, it would be a lot harder but that's not the case. People go into the trial ready to understand each concept of the mechanic.

    On top of that you have Byakko story mode that pretty much shows you all of Byakko's moves so you can be ready to react as long as you know the name of each skill used. It's all a learning process and the end results just go to show SE does a good job at teaching players to be ready for certain mechanics.
    I wholeheartedly disagree here.

    Outside of Savage or Ultimate content, or certain EX fights, difficulty boils down to following the glowing icons that hint at what to do. Step out of the AoE indicator. Gather together on the ginormous arrow flashing over a party member's head. Don't position your tracking AoE to murder your tank. You may applaud SE for teaching players how to react to these mechanics - and I'll admit, they do a good job - but it isn't remotely the same thing as increasing the skill of players over time. There are two primary ways, in fact, that SE has caused player skill to drop, rather than rise, over time:
    1. Mechanics are more obvious, yet less punishing. I'll always recall Garuda EX for this purpose; I helped out a newer friend who was queueing for it about six months back. We got a good-natured PUG, experienced old-timers who were looking forward to revisiting the fight. And it proceeded to kick our asses, mechanically speaking, for roughly a half-dozen attempts before we cleared. Why? Because mechanics weren't so obviously indicated, and because they were absolutely devastating when failed. Screw up the Suparna / Chirada separation, and you're done, almost immediately. Screw up the Satin Plume, and you're done. Accidentally kill the Spiny Plume, you're done.

      Titan EX is another great example. While his Landslide is visually obvious, it's also devastating; when you go off, you STAY off. It turns the fight into a war of attrition. Sure, it's unforgiving, but such is how you improve player skill. And his mechanics are still challenging today - more so than most existing fights. It was never an issue of not dodging telegraphs, not understanding more common forms of AoE, not understanding when to run away, or not understanding how to avoid swipe damage - it was just a bloody difficult fight. Which is something we see less of these days.

      Moreover, making mechanics obvious has a downside. It means players are more likely to freeze and get frustrated when different mechanics are introduced. See my example at the end for more detail on this.
    2. Mechanics are the sole form of difficulty. This is probably the largest issue with FFXIV's difficulty, and why I believe SE has arguably caused player skill to deteriorate.

      Outside of Savage / Ultimate / certain EX content, there's little difficulty besides mechanics. There aren't any meaningful DPS checks anymore in regular content, a la Demon Wall back in the day. It's almost impossible to lose Enmity as a tank, a sad reality that has been true since the earliest days of ARR. It's almost impossible to fail at healing unless someone is going out of their way to be hit by more or less every AoE they can.

      This holds true in the "Expert" Roulette, overworld content, non-EX Primals (some EX ones too, for that matter), non-Savage Raids - everywhere except the hardest content aimed at players who, for the most part, tackle it with Static Parties.

      The net result of this is that players simply don't have a way to organically learn how to become better at their jobs. Sure, some people self-motivate anyway; they'll use third-party parsers and they'll jump into the theory-crafting to maximize their damage, optimize their rotations. But the general content of FFXIV provides nary an incentive -
      let alone a requirement - for all players to engage in this type of self-improvement.
    I think an ideal example to wrap this together is The Royal Menagerie at the end of Stormblood. People shattered themselves upon the fight because the mechanics were relatively new, not as clearly telegraphed as others had been, and because there was a bit of a DPS check.

    That fight was objectively easier than Titan EX, a fight that had been available to all players since before Stormblood was even in the planning stages. And yet, despite years of additional playtime, years of additional opportunity for skill growth, countless more fights to practice on, and 20 levels worth of new abilities giving us more tools than ever before, players struggled immensely with the fight.

    To me, that's a sign SE has failed utterly at improving average player skill. Rather, they've simply accommodated poor performance into their difficulty balancing. It's important we not confuse the two.
    (2)

  9. #39
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Titan EX hasn't been done at min ilvl for 3 years or more. A lot of people came and went during that time, using it as any form of example is dumb. Everyone had to do Royal Menagerie, just to get to endgame, as the first phase of a popular new expansion launched. If you wanted to try to do an ex primal synched you often looked at hours of waiting in queue.

    I don't agree with being knocked off the platform as a good mechanic to teach skill. It more or less just made one person sit out the fight for one single mistake, completely out of proportion to any other mechanic. We had a very nasty example of this in the hildebrand fight with ultros and typhon. Original fight meant that if any dps didn't get 3 wet plate stacks and punch typhon, you all wiped. And that meant on the second circle aoe phase both the dps and tank on ulty had to be perfect because one mistake meant a guaranteed party wipe. They quitely nerfed that, and I have yet to see anyone complain at all for the loss.

    You also kind of limit difficulty with it. If you notice on all the "knock off" fights like that, you have to make it beatable with one tank. Otherwise the tanks can't make a mistake or they force restarts, compared to other jobs; Bismarck is an example of this. If your tank falls off pre dps check, you might as well jump off to restart. You end up making start/stop encounters because they become unrecoverable early.

    Idk about difficulty. If you add hard dps checks and many oneshots and raid wipe mechanics, you're just going to do a lot more sorting of the playerbase, and make endgame as small as feast. The big fallacy I see here is that people assume everyone is going to stick with things if they become much more of a pain in the butt to do, because the people who want it harder would do so. But a lot would just skip the content instead.
    (2)
    Last edited by RiyahArp; 02-05-2018 at 04:26 AM.

  10. #40
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Metalwrath View Post
    Only reason its 'not that hard' is because you can cheese through it with tank limit break.If it wasnt for this factor i guarantee that most clear parties would be still seeing enrages.
    Would be interesting to see if they made that phase instant wipe you regardless of tank lb.I guarantee most would be on forums crying and saying it was too hard.
    Ding ding ding. I'm actually really hoping they patch this out so that parties where nobody breaks 4k DPS can't clear it by getting almost 20 seconds of free damage on the boss (also "no double jobs" is pretty frickin' annoying when you're an Astrologian, the class that can literally change their healing style to fit into any healer comp, including a comp with another Astrologian). I'm always sad to see non-melee-DPS LB use get punted to the side but I really do feel like being able to skip this aspect of it trivializes a big portion of the difficulty of the fight.

    EDIT: I guess 3-3.5k is probably a more reasonable barometer since the boss has that long period of downtime.

    EDIT2:
    Quote Originally Posted by Bourne_Endeavor View Post
    No they don't. People tank LB because it's faster. Ignoring Hakutei allows for significantly higher uptime on Byakko. Why wouldn't you take advantage of that?
    I respectfully offer the perspective that people are tank LBing both BECAUSE it's faster AND because people are so bad they'll meet enrage without that extra DPS on the boss. It's a crutch for players who don't do decent DPS and a speed method for players who optimize. I don't think they're mutually exclusive.
    (1)
    Last edited by loreleidiangelo; 02-05-2018 at 05:25 AM.

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