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  1. #10
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by WaxSw View Post
    Its a very well designed boss, for starters the insta kill is only for dps and healers, the latter usually are farther from the boss so the run is hardly at risk. Tanks, which are usually more focused on mechanics and what the boss is doing are not punished hard since for them that is not that necessary and while doing that you once again don't risk the run meanwhile dps who are usually the players that tunnel vission the most and pay less attention are the ones that get more punished with a death, breaking their gameplay flow and basically telling them to pay attention to more things aside the numbers they do and their skills, and lastly for healers if they are at ranged distance the only problematic mechanics are the eye's ones which are non lethal serving as a callout to pay attention but like tank's case without risking the clear.

    All the battle mechanics in that boss tell one thing "Pay attention to the boss, don't overrely on aoe marks" and all the mechanics do that without putting the party under a real risk, if the dps die they can get up with a res and practice as well as practice that principle of not relying too much on aoe marks in further trials. Coincounter is far from a boss with crap mechanics, is a good teacher that punishes you if you do bad but never hard enough to make it frustrating, the problem are the players that refuse to learn or adapt and tab into other things as soon as they die once even when the fight is not over, you have a good teacher, be a good student.
    Those boss mechanics aren't well designed. They don't demand you pay attention to survive it; they demand you Youtube the fight before hand. That's the only way to approach a fight where the attacks don't have tells. Otherwise you just die and don't get to participate in the fight. If that's what you think a well designed boss is, then I'm not sure what to tell you.

    I'm starting to think that explaining what good gameplay is to MMO players is kind of like trying to explain music to a deaf man. He has no concept of what it is, so there's really nothing you can say to make him understand.

    Quote Originally Posted by EgilTheStressedMage View Post
    Don't confuse shit difficulty with designs that demand you learn. There's nothing good about a dungeon causing issues for the party for the sake of a "challenge", it just means the dungeon is bad and needs a rework beyond nerfing a boss only the worst players who refuse to do better have a problem with.
    Presenting obstacles and issues to overcome is the core of difficulty. Good gameplay involves obstacles that are tough but fair; attacks that are difficult to react/adjust to but entirely possible. A 1 hit kill with no telegraph is just BS you'd only really expect from combat designers who have no idea what they're doing.
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    Last edited by Goji1639; 08-11-2020 at 10:30 PM.