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  1. #1
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Lots of people not really owning up to the consequences of the changes they cried for. It's hilarious. Dev listen to feedback? Everything bad that happens afterward is their fault. They don't listen to feedback? The devs don't listen to our concerns when we are trying to make the game better.


    Effectively the statement is "when things go right I get credit and when they go wrong it's someone else's fault."
    (4)

  2. #2
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by BubblyBoar View Post
    Lots of people not really owning up to the consequences of the changes they cried for. It's hilarious. Dev listen to feedback? Everything bad that happens afterward is their fault. They don't listen to feedback? The devs don't listen to our concerns when we are trying to make the game better.


    Effectively the statement is "when things go right I get credit and when they go wrong it's someone else's fault."
    Its honestly the hypocrisy with the general community. People just dont want to admit that maybe they were wrong and rather just act like babies and play the blame game on the team. Again, not trying to excuse the development team for their decisions and implementations for them, but with this team that does indeed take feedback and communicate to us a lot more than most other MMO titles, we also should expect that perhaps many of our desires for this game isnt as well thought out.

    I'll admit, Im part of this crowd that wanted the combat and fight design to be easier to follow and it clearly shows with what we have currently.
    (0)

  3. #3
    Player
    Avoidy's Avatar
    Join Date
    Jun 2020
    Posts
    1,299
    Character
    Chadhadai Oronir
    World
    Balmung
    Main Class
    Ninja Lv 83
    Agreed. If it's just gonna lock in the center every time anyway, might as well make it a wall boss. I tanked the new dungeon and felt nothing but disappointment.
    (0)

  4. #4
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Bosses moving back to the center isn't that much of an issue. The issue is and has always been DPS check/enrage.

    The savage fights of late have been designed to prevent cheese, and be more fair for the ENTIRE group. If the boss has a very specific mechanic to deal with let's say...P1S intemperance. That mechanic is design specially for ALL party members to be in max melee and hit the boss. If you get what is being suggested where the MT needs to not only turn the boss just right, but also move the boss in an exact location for a very specific mechanic, and allowing ALL party members to be in max melee. Sheesh.

    I like a challenge as much as the next person...but stutter stepping and moving back and forth to move a boss the size of King Kong sounds....dumb. Not only that but DPS having to move just to keep uptime, while some still need to do positionals on a moving target....I can hear it now. "TANK...STOP MOVING UGH!!!"

    This feels like a double edge sword honestly. Like a...be careful what you wish for.

    Again a lot of this can go back to a DPS check style design of fights where everything needs to be fair for ALL roles involved. When each fight has a literal time limit for every savage, ultimate, extreme encounter...and you miss 1 to 3 GCD's due to the tank moving the boss 4-5 times per fight...your not going to hit enrage at all.

    Pinax in P4S comes to mind...that need some type of tank movement...and like...really fast deciphering for an uptime strategy. PS3 also had a STUPID amount of boss positioning for uptime strats....and EVERYBODY hated that fight...god knows how many players hit enrage on that....and quite a bit of was due to boss positioning for uptime.

    I think what we have now is a good balance. Not every single savage fight should be sweaty gamer level...but 1 per tier I would say. Maybe I like what we have now. I suppose I don't swoon over the past like other people do. I like pushing the game in better direction, even if that means sacrificing certain things to be replaced with new and interesting mechanics.

    I could care less about dungeons....they are a means to an end in tomes and leveling. Nothing more....they serve no immediate challenge or danger unless you fall asleep. They quit being difficult back in ARR, when Hard mode...was actually hard. People STILL fail to Haukke Manor (hard) final boss.
    (2)

  5. #5
    Player
    NanaWiloh's Avatar
    Join Date
    Aug 2015
    Posts
    2,467
    Character
    Nana Wiloh
    World
    Lamia
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Sqwall View Post
    Bosses moving back to the center isn't that much of an issue. The issue is and has always been DPS check/enrage.

    The savage fights of late have been designed to prevent cheese, and be more fair for the ENTIRE group. If the boss has a very specific mechanic to deal with let's say...P1S intemperance. That mechanic is design specially for ALL party members to be in max melee and hit the boss. If you get what is being suggested where the MT needs to not only turn the boss just right, but also move the boss in an exact location for a very specific mechanic, and allowing ALL party members to be in max melee. Sheesh.

    I like a challenge as much as the next person...but stutter stepping and moving back and forth to move a boss the size of King Kong sounds....dumb. Not only that but DPS having to move just to keep uptime, while some still need to do positionals on a moving target....I can hear it now. "TANK...STOP MOVING UGH!!!"

    This feels like a double edge sword honestly. Like a...be careful what you wish for.

    Again a lot of this can go back to a DPS check style design of fights where everything needs to be fair for ALL roles involved. When each fight has a literal time limit for every savage, ultimate, extreme encounter...and you miss 1 to 3 GCD's due to the tank moving the boss 4-5 times per fight...your not going to hit enrage at all.

    Pinax in P4S comes to mind...that need some type of tank movement...and like...really fast deciphering for an uptime strategy. PS3 also had a STUPID amount of boss positioning for uptime strats....and EVERYBODY hated that fight...god knows how many players hit enrage on that....and quite a bit of was due to boss positioning for uptime.

    I think what we have now is a good balance. Not every single savage fight should be sweaty gamer level...but 1 per tier I would say. Maybe I like what we have now. I suppose I don't swoon over the past like other people do. I like pushing the game in better direction, even if that means sacrificing certain things to be replaced with new and interesting mechanics.

    I could care less about dungeons....they are a means to an end in tomes and leveling. Nothing more....they serve no immediate challenge or danger unless you fall asleep. They quit being difficult back in ARR, when Hard mode...was actually hard. People STILL fail to Haukke Manor (hard) final boss.
    The "Tank stops moving ugh" Seen that a few times in DF. Mt just randomly dragging the boss around, spinning the boss, facing the boss at the raid all for no apparent reason.
    (0)
    Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!

  6. #6
    Player
    Alaray's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    624
    Character
    Vevri Arctyria
    World
    Balmung
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Sqwall View Post
    Bosses moving back to the center isn't that much of an issue. The issue is and has always been DPS check/enrage.

    The savage fights of late have been designed to prevent cheese, and be more fair for the ENTIRE group. If the boss has a very specific mechanic to deal with let's say...P1S intemperance. That mechanic is design specially for ALL party members to be in max melee and hit the boss. If you get what is being suggested where the MT needs to not only turn the boss just right, but also move the boss in an exact location for a very specific mechanic, and allowing ALL party members to be in max melee. Sheesh.

    I like a challenge as much as the next person...but stutter stepping and moving back and forth to move a boss the size of King Kong sounds....dumb. Not only that but DPS having to move just to keep uptime, while some still need to do positionals on a moving target....I can hear it now. "TANK...STOP MOVING UGH!!!"

    This feels like a double edge sword honestly. Like a...be careful what you wish for.

    Again a lot of this can go back to a DPS check style design of fights where everything needs to be fair for ALL roles involved. When each fight has a literal time limit for every savage, ultimate, extreme encounter...and you miss 1 to 3 GCD's due to the tank moving the boss 4-5 times per fight...your not going to hit enrage at all.

    Pinax in P4S comes to mind...that need some type of tank movement...and like...really fast deciphering for an uptime strategy. PS3 also had a STUPID amount of boss positioning for uptime strats....and EVERYBODY hated that fight...god knows how many players hit enrage on that....and quite a bit of was due to boss positioning for uptime.

    I think what we have now is a good balance. Not every single savage fight should be sweaty gamer level...but 1 per tier I would say. Maybe I like what we have now. I suppose I don't swoon over the past like other people do. I like pushing the game in better direction, even if that means sacrificing certain things to be replaced with new and interesting mechanics.

    I could care less about dungeons....they are a means to an end in tomes and leveling. Nothing more....they serve no immediate challenge or danger unless you fall asleep. They quit being difficult back in ARR, when Hard mode...was actually hard. People STILL fail to Haukke Manor (hard) final boss.
    ngl though, having a striking dummy for a boss sucks. especially when your rotation is about as interesting as a 2 piece puzzle.


    stutter stepping bosses, pre-positioning bosses, moving bosses into specific areas to resolve sets of mechanics to generate increased uptime for the party, flipping the boss for positionals or keeping a boss faced one direction until a cast begins to then dodge the mechanic on the server tick to meet back with the party for - again - positionals, etc... all felt rewarding to accomplish and made tanking an actual role. it added that extra layer of a thought process to playing the game.

    dps whining about a tank messing up boss movement doesn't sound like an argument to me, since the logical conclusion would be to make the game un-failable and have such a low ceiling it's flush with the floor. and there's no fun in that. it's like someone complaining about terrible dps players and coming to the conclusion the dps role should really only have 3 buttons to use, because it's frustrating to get the dps who don't know how to push things in order.

    but i mean, i also played the game when there was some modicum of boss positioning and any fight that had more of it was a favorite. it outweighed the negatives massively, as far as i'm concerned.

    and i will say, p3s was a lot of fun, even if i was predominately playing melee dps in pf. the movement made me have to do more thinking than performing a striking dummy rotation. i actually... had to think about my gap closer... or consider when i used true north... and then when i tanked it, i had a lot of fun moving the boss to the different uptime spots.

    people didn't suck at it/struggle with it due to tank movement, either. it was mostly how nobody knew how not to kill each other on the the ash plume mechanic. or ate shit to the fire tornado due to poor baiting. or didn't know how to walk in a straight line. or stand in a line. and the red arena. i can't think of a wipe due to the tank having the boss somewhere poor for a few gcd's - hitting enrage means there's a bit more going on than that being the primary concern. (I guess the tank tethers? but that's not related to boss movement, that's related to people not actually knowing how those tethers worked -- and people got better at them because... they had to kill the party a few times while learning c: is what it is, everyone fucks up and kills the party at some point. everyone in this thread is responsible for more than 1 wipe)

    * Also want to add, stutter stepping is for the melee dps. bosses natively move faster than the player character, stutter stepping staggers the boss's speed so melee dps just have to hold w or tap w depending on distance to keep full uptime. if stutter stepping is taking the boss out of melee dps range, either you're not stutter stepping or the melee dps aren't using their movement keys when walking is sometimes required in a fight.
    (3)
    Last edited by Alaray; 01-21-2023 at 12:29 PM.

  7. #7
    Player
    angienessyo's Avatar
    Join Date
    Jul 2017
    Posts
    464
    Character
    Khulan Noir
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I'm in favor of this. I barely ever play tank but I actually hate this as a melee dps. The boss suddenly moving to the center can cause a GCD roll back if it moves into me.
    (1)

  8. #8
    Player
    ValkyrieL's Avatar
    Join Date
    Feb 2014
    Posts
    375
    Character
    Valkyrie Lenneth
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Avoidy View Post
    Agreed. If it's just gonna lock in the center every time anyway, might as well make it a wall boss. I tanked the new dungeon and felt nothing but disappointment.
    I normally cared for savage + difficulty but holy f*k that new dungeon is annoying, boss zigzag around area, ends at edge...okay let me reposition for melee....NOPE ...boss teleported to center 3 sec later....really annoying.
    (1)

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