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  1. #1
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Hatfright View Post
    And this is exactly my issue with it. This and almost every mechanic being about positioning. There is position mechanics that I like, Tsuky moon stacks are my favorite, but for the most part it's "don't stay here, you either die yourself or/and drag your whole party with you". And there's no way around it at all, you just have to dance with all those aoes. But how much more fun it would've been if there was a way to stop that aoe dance and to replace it with something else, like healcheck or something, idk. I wish we got more players responsibilities beyond just moving ourselfs from place to place. I wish we could deny bosses their abilities not by just burning their hp down.
    But that is FFXIV gameplay, dodging. We've had certain dungeon boss fight that just did random but it never really caught on.
    Quote Originally Posted by Stanelis View Post
    Bosses used to be more complex in termes of strategy in ARR (one only needs to go in some <50 dungeons to notice it). The problem with current bosses is that they ve been heavily streamlined since heavensward and a lot of mechanics are being recycled from one boss to another since HW.
    Very true but unfortunately the majority of the community couldn't do it. Labyrinth of the Ancients was very mechanic heavy for example. Steps of Faith was another one people couldn't do.
    (0)

  2. #2
    Player
    Cilia's Avatar
    Join Date
    Sep 2013
    Location
    The Hermit's Hovel
    Posts
    3,698
    Character
    Trpimir Ratyasch
    World
    Lamia
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Raikai View Post
    Element of randomness in WoW fights? I don't see it, at all... The fights are scripted, that's why they have DBM over there that shows you the timer of all of boss actions. The thing that can add a lot of variables to the fights are not the randomness, but the fact that most fights can be done in different ways, and DPS there have a lot more responsibility than in XIV, which is basically just predict the telegraphs and react to AoE marks accordingly. Basically very linear fights. WoW's bosses also never follow a specific rule, so it's usually harder to be intuitive on what to do, and that I would also think it's an element that make their fights feel less "scripted".

    But still yeah, WoW has that over XIV - those elements tend to make the fights more interesting. The downside is that they are much harder to balance, and often a content patch goes through a lot of hotfixes and adjustments.
    I don't use mods, but even if I did, I'm thinking specifically of the Unbound Abomination - final boss of the Underrot in BfA. This guy can't be conventionally damaged - you have to beat on him until a secondary "blood gauge" fills up, spawning adds you kill to actually damage him. He also puts a persistent, stacking DoT onto the party which a helper NPC will periodically cleanse in an AoE around a random party member, and also puts down randomly placed, persistent AoE patches around his boss room that will very quickly kill you if you stand in them. That's just on normal. Hard mode (Mythic difficulty) has those AoE patches turn into mobs that track players, which when killed put their patch back down until they get up again.

    This is a 5-man dungeon boss. Admittedly the most difficult one in the expansion, but there's nothing of comparable difficulty in XIV beyond some high-level 2.0 dungeons (Dzmael Darkhold and Aurum Vale). Everything here is learning the boss's telegraphs and dodging, stacking, or spacing as necessary. It's certainly easier, and more convenient, but less fulfilling.
    (4)
    Trpimir Ratyasch's Way Status (7.3 - End)
    [ ]LOST [ ]NOT LOST [X]TRAUNT!
    "There is no hope in stubbornly clinging to the past. It is our duty to face the future and march onward, not retreat inward." -Sovetsky Soyuz, Azur Lane: Snowrealm Peregrination

  3. #3
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,521
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Cilia View Post
    I don't use mods, but even if I did, I'm thinking specifically of the Unbound Abomination - final boss of the Underrot in BfA. This guy can't be conventionally damaged - you have to beat on him until a secondary "blood gauge" fills up, spawning adds you kill to actually damage him. He also puts a persistent, stacking DoT onto the party which a helper NPC will periodically cleanse in an AoE around a random party member, and also puts down randomly placed, persistent AoE patches around his boss room that will very quickly kill you if you stand in them. That's just on normal. Hard mode (Mythic difficulty) has those AoE patches turn into mobs that track players, which when killed put their patch back down until they get up again.

    This is a 5-man dungeon boss. Admittedly the most difficult one in the expansion, but there's nothing of comparable difficulty in XIV beyond some high-level 2.0 dungeons (Dzmael Darkhold and Aurum Vale). Everything here is learning the boss's telegraphs and dodging, stacking, or spacing as necessary. It's certainly easier, and more convenient, but less fulfilling.
    Yeah, I get your point tho... WoW bosses actions are scripted yeah - after all, they don't execute things out of random - the thing is that there are variables out there that aren't exactly random, but they add several more layers of complexity. I truly wish XIV had this, to make DPS life a bit more spicy.
    (2)