No one doing content fresh is doing research or preparing. They are learning as they go.They can in 99% of content to gauge attacks they're not familiar with. If you're running Savage/Ultimate then researching the fights ahead of time is a given. We're talking about a level 40 something story dungeon. Coincounter isn't needed to prepare anyone for anything.
It's a dumb cheeseball mechanic designed to completely blindside new players, and that's it.
And? When I first started there was no guide. I was tanking. You get hit once and go "oh, I shouldn't stand there when he uses that"
I'm guessing a lot of you don't play games with well designed boss fights. Attacks are either telegraphed so you can react, or allow you to recover so you can adjust.
I'm not saying there's no way to figure out coincounter or that he's broken; I'm saying it's just extremely lazy, shoddy combat design to include an untelegraphed 1 hit kill. Hell, I'd say those kinds of mechanics are a shoddy way to draw out Savage content as well, but I'm guessing it's the best they can come up with. This game isn't exactly famous for it's well crafted gameplay.
That depends on your definition I guess.I'm guessing a lot of you don't play games with well designed boss fights. Attacks are either telegraphed so you can react, or allow you to recover so you can adjust.
I'm not saying there's no way to figure out coincounter or that he's broken; I'm saying it's just extremely lazy, shoddy combat design to include an untelegraphed 1 hit kill. Hell, I'd say those kinds of mechanics are a shoddy way to draw out Savage content as well, but I'm guessing it's the best they can come up with. This game isn't exactly famous for it's well crafted gameplay.
They aren't untelegraphed though. He has a cast bar and also raises his arm above his head and waves it around.
They all have telegraphs. Just because you don't understand them doesn't mean they don't exist.
That's a perfect way to put it, thank you.
A telegraph has to indicate what's coming so you can react appropriately. Nothing in the buildup indicates that he's about to do a 360 degree attack. It's literally a situation where you have no idea what it is until after you're hit by it; so it's not telegraphed.
If something that isn't telegraphed also kills you in 1 hit then that's crap design. Basically a throwback to the broken designs of the 8-bit days before developers really knew how to balance boss encounters.
You must never have played a souls game.A telegraph has to indicate what's coming so you can react appropriately. Nothing in the buildup indicates that he's about to do a 360 degree attack. It's literally a situation where you have no idea what it is until after you're hit by it; so it's not telegraphed.
If something that isn't telegraphed also kills you in 1 hit then that's crap design. Basically a throwback to the broken designs of the 8-bit days before developers really knew how to balance boss encounters.
In 99.9% of content, tankbusters aren't 1-hit kills, so they teach the tank 'oh, this attack does tons of damage, maybe I should use mitigation here' and not just go 'gotcha!' and kill ya. Even in savages, the normals those world proggers have to do to unlock savage will most often highlight what the tank buster is before you enter the savage fight, so you're well aware of the vast majority of 'this attack = death' moments. (E1, E2, E3, E4, E5, E6, E7 & E8 all showcase one of the main tankbusters in their savage equivalents, and anyone worth their salt in day 1 prog will note stuff that happens in the normal modes, so they're not going in fully blind since there's plenty of overlap between how mechanics function in normal vs savage.)
After checking youtube, Coincounter actually doesn't hold the club over his head; he holds it up in front of him for 100 ton swing. Someone not watching his front (like many melees) will only see '100 ton swing' and nothing else and then get killed instantly with no indication as to why. It's literally a 'gotcha!' moment. Made even worse by the cast being spelled very similar to '100 ton swipe' that he does often in the fight, so unless you're scrutinizing the castbar names (Which lets be honest, most new players won't be), it's also going to come out of left field why it suddenly hit behind him and not just in front.
Also yes, he has a visual telegraph, but do you REALLY think a new player is 1) Focusing on the bosses's animations at such an early dungeon in the game when 99.9% of mechanics up to that point are telegraphed, 2) Can instantly discern 'holding club in front of him when move says this name = 360 degree huge instant one hit kill circle around him' when they've never seen it once? It's nothing more than a 'gotcha!' moment designed to prank new players. There's plenty of great mechanics/bosses in this game that teach the player 'watch the boss for telegraphs.' (Stone Vigil HM arguably the best). Current Coincounter is not one of them, and is a relic of an old, outdated age.
Across the many runs I've farmed the moogle tomes in AV, I've had no less than 12 people ask the group why they died in Coincounter or how to avoid it. The lack of information the attack gives to anyone not 1000% knowing it already is the crux of the issue, which the AOE indicator (whether full duration or 1-2s right before cast completes) will actually teach. Information is key, especially in a leveling dungeon attempting to explain a concept to a player.
Last edited by MariaArvana; 08-08-2020 at 05:23 AM.
That's why you learn it.Also yes, he has a visual telegraph, but do you REALLY think a new player is 1) Focusing on the bosses's animations at such an early dungeon in the game when 99.9% of mechanics up to that point are telegraphed, 2) Can instantly discern 'holding club in front of him when move says this name = 360 degree huge instant one hit kill circle around him' when they've never seen it once?
I've seen AV more than anyone ever should since I've gotten it on leveling roulette constantly. No one, not one single person has complained about the move. I peeled them off the floor as a healer, and we keep moving.
And no, it wouldn't be a OHKO at full health with decent gear. But going back to your points here, the same can be applied to gear and cool down usage. So in more cases than none, people will die or get 1 auto attack from death.
I love unique PVE assets like traps and learning how to watch your step.All this yacking about Aurum Vale should be a signal to the devs that if they want to make harder dungeons they should just make Aurum Vale type dungeons where you have to strategize mob pulls, location, environment, and understand boss mechanics (you know, the main principles of PVE).
Toko Rak did this with the poison spores and there's that one unseen from view you can run right into. Just a few points of damage that will be recovered over time, but there was thought put into it being there.
ARR truly had some of the most innovative design. The most challenging hallway ShB has had thus far has been probably Amaurot and the endless AOEs.
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