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  1. #1
    Player
    Remish's Avatar
    Join Date
    Aug 2020
    Posts
    342
    Character
    All-good Namesaregone
    World
    Balmung
    Main Class
    Marauder Lv 1
    I think Phantom Train was one of the most creative fights this game ever experimented with. I loved how all over the place that was.
    Though I guess from a farm/grind pov, it's annoying.
    (4)

  2. #2
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Remish View Post
    I think Phantom Train was one of the most creative fights this game ever experimented with. I loved how all over the place that was.
    Though I guess from a farm/grind pov, it's annoying.
    Thank you for bringing this up. There's also the halicarnassus fight, which features a nice little intermission puzzle in sliding sands. This is the sort of thing I want more in future raids. These nifty, "need a min to think here" moments in fights.
    (1)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  3. #3
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by SenorPatty View Post
    Thank you for bringing this up. There's also the halicarnassus fight, which features a nice little intermission puzzle in sliding sands. This is the sort of thing I want more in future raids. These nifty, "need a min to think here" moments in fights.
    100000% yes and those are my favorite fights in the whole game. This shows they are capable of being very creative and any hand waiving by some people cause of "old design and combat system" is just ignorance.
    (2)

  4. #4
    Player
    Rudrose's Avatar
    Join Date
    Feb 2014
    Posts
    11
    Character
    Rudrose Caliphus
    World
    Siren
    Main Class
    Conjurer Lv 44
    Quote Originally Posted by Remish View Post
    I think Phantom Train was one of the most creative fights this game ever experimented with. I loved how all over the place that was.
    Though I guess from a farm/grind pov, it's annoying.
    This is still to this day my favorite fight in the entire game. Not only for the 6 nostalgia but it was SO creative. Even my gf who usually finds the game boring to watch found that fight interesting. The train whistle, the ghosts, the cabins, and the rain, man it was just great. It's one of the coolest visual attacks when the train backs off to ram your cart full speed.
    (5)

  5. #5
    Player
    Xuled's Avatar
    Join Date
    Oct 2011
    Posts
    226
    Character
    Celica Yascaret
    World
    Famfrit
    Main Class
    White Mage Lv 70
    Square has wrote themselves into a corner with regards to raiding. They can't deviate from a square or circle platform since thats been the norm for so long. Unfortunately, it won't ever change but at least Pandemonium is actually good for being original content.
    (0)

  6. #6
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    I don't want to wait two years for it, but I hope that with the new story possibly being about the joy of wandering again, that they can design the raids/high end challenges to evoke a similar feeling of adventure.

    Less being plopped in front of a boss in an empty room and being forced to dance, and more exploring, puzzles, mechanical storytelling (less reading castbars for lore, and more direct and flavorful interactions), and more meaningful decisions when it comes to level design and the populations of these instances.

    It just feels like the design team is stuck in a rut, and aren't really making meaningful design choices and are just going through the motions.

    I know they can do good storytelling through gameplay (DRS, in from the cold, the other stealth scenario I can't remember the name of.) I really want to see them fully commit to a big cooperative and challenging storytelling scenario that would be in the slot of other high end content.
    (5)
    Last edited by Roda; 12-25-2021 at 04:40 AM.

  7. #7
    Player
    GrizzlyTank's Avatar
    Join Date
    Jul 2015
    Posts
    1,721
    Character
    Livia Bloodletter
    World
    Phoenix
    Main Class
    Dancer Lv 100
    A starting point would to simply start making uneven battlefields. Less squares and circles, corridors and height difference instead.
    (6)

  8. #8
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by GrizzlyTank View Post
    A starting point would to simply start making uneven battlefields. Less squares and circles, corridors and height difference instead.
    My bar is so low that I'm giving them credit for p2
    (1)

  9. #9
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    Just a random idea, but what about an icy arena that gradually cracks as the fight advances and then gives way to a second arena beneath the first? I really want to see more varied approaches to terrain - even if it's just a secondary square/circle beneath the first.
    (11)

  10. #10
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Theodric View Post
    Just a random idea, but what about an icy arena that gradually cracks as the fight advances and then gives way to a second arena beneath the first? I really want to see more varied approaches to terrain - even if it's just a secondary square/circle beneath the first.
    Actually this idea's been toyed with in HW. Zurvan's first phase, though not icy, is an arena that breaks away to a second arena below. Not much else was done with the concept, so it would be interesting to see it explored in more depth.
    (1)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

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