isn't this just a Goji alt thread? lol
isn't this just a Goji alt thread? lol
If they had to make AI able to execute even EX level mechanics, I imagine the limitations of the AI would shape what mechanics they're able to implement.
I don't want an "features" that lessen the content they're attached to.
I’d like a huge dungeon, a true dungeon with traps loot ect. Like a raid but not designated to a platform like what ff14 calls it.
I mean whats wrong with learning parties?
Another problem no one has mentioned is - you would be used to the cues the AIs give you for avoiding mechanics, and once you join a party of players, you won't have those cues anymore and start flubbing the mechanics all over again. I run into this in the trust dungeons some. I can't even imagine how much worse it would be with more difficult mechanics.
I think special fate boss must remain difficult. e.g. Odin & Behemoth. They should still mass murder ilvl530s
First thing, I would like to say thanks to everyone who participated in this thread so far. I really do appreciate the feedback. Given what has been said, I just have one thing to ask. If you have a better idea of how to mitigate training issues in high end content besides the usual responses, let's hear it! The purpose of my thread was to find a way to make the experience even better, so I am curious what other solutions you might have to suggest. Thank you.
How about having a Stone Sky Sea dummy for each EX and Savage fight (I still don't know why we don't have that).If you have a better idea of how to mitigate training issues in high end content besides the usual responses, let's hear it! The purpose of my thread was to find a way to make the experience even better, so I am curious what other solutions you might have to suggest. Thank you.
They could also have a dummy you can set a timer on. When the timer ticks down the dummy becomes untargetabld for a bit (maybe you can set the duration for that too). Give players a way to practice having their rotation interrupted. Then when they go into a fight they have no reason to think about their rotations and what buttons they're pressing and can just focus on mechanics.
Maybe make a healer dummy that hits back so you can practice something other than Broiling haha.
Perhaps not a particular savage mechanics training with trusts but more of a practice instance with a common mechanics encountered in savage and ex-trials. Not only practicing avoiding AOEs, but also stack mechanics, shared damage, proximity damage, gaze mechanic, cleansing debuffs, near/far pairing, soaking towers, baiting aoe/boss, etc.First thing, I would like to say thanks to everyone who participated in this thread so far. I really do appreciate the feedback. Given what has been said, I just have one thing to ask. If you have a better idea of how to mitigate training issues in high end content besides the usual responses, let's hear it! The purpose of my thread was to find a way to make the experience even better, so I am curious what other solutions you might have to suggest. Thank you.
These are all common mechanics found in savage and ex-trials. By having players practicing these and get used to different markers and tells, hopefully they'll be more ready to practicing the actual encounter in PF/DF. Improving your general raiding skills and awareness is better in long term.
I think new guildhests would be a great idea. They could make each guildest based on various different mechanics introduced in new and previous ex fights. Each guildhest could contain 1 or 2, maybe 3 mechanics at most, and that would be great way to practice. How many different mechanics each ex trial does have? Like 10-12 or so? Why not break them down and put them to like 5 guildhests for easy learning?
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