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  1. #1
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
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    1,771
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100

    Unreal vs Extreme

    Sofia unreal is way more fun as an extreme than the new EX raid boss designs with the giant hitboxes and uptime focused mechanics.

    The quality drop off in bosses and raid mechanics is really sad because everything is being sacrificed in the name of uptime, damage balance, and accessibility.

    Can't have those melee losing a GCD so lets make the hitbox be the entire arena I guess. While we are at it, we can't have the tanks doing the moving of the boss, that would certainly be too crazy. Lets make the boss reset itself to the center every time.

    Honestly the game feels stale now a days not because we've been playing for a long time. It actually is becoming stale and people have less and less things to do in game because the game does it all for you.

    I mean, not only are the jobs watered down, so are the bosses.

    I love the game but these fights are really becoming disposable. Devs please give the players back some agency and responsibilities.
    (6)

  2. #2
    Player
    Eisi's Avatar
    Join Date
    Feb 2021
    Posts
    572
    Character
    Eiserne Sternschnuppe
    World
    Shiva
    Main Class
    Monk Lv 90
    Tanks still can make some things easier for melee players - positionals are still in the game and melees love a reliable tank: Keep the boss facing east after it ignites the forest.

    You can immediately have the boss face north after the add phase rather than awkwardly maneuvering it back to mid, then taking mt spot again so that it faces north again only for it to *again* change direction for the next mechanic.

    I don't know whether it's possible to invuln an ordeal or immolation to prevent the boss from turning around immediately after.

    Also some ordeals configurations allow only a relatively tiny space to both keep uptime and not geht hit at the same time. Many melee players have lost uptime by being bound slightly outside of max melee range while fiddling with the distance. There are still some things to optimize in the fight.

    However all of them are rather lame. But so is trying to not lose uptime on Sophia after putting down quasar proximity aoes.

    Sophia is a much better fight than Rubicante for other reasons imo: She introduces all of her mechanics early into the fight and then remixes them, rather than backloading the actually fun mechanics as hard as Rubicante or for that matter Zurvan. You are kept on your toes and if you slide off or get knocked back or lazered by the daughter or miss a yin yang, it's because you fd up. Not because you didnt know the mechanic.

    Progging Rubi means repeating phases over and over that teach you nothing about the mechanics your party is actually stuck on, turning them into mere busywork and the more complex mechanics aren't fleshed out much designwise in turn.

    Immolation and limit cut are the most fun mechanics in Rubi Ex, more interesting than the ordeals, harder to learn, yet each occur only twice/once in the fight and have little variation. I think they got hung up hard on the ordeals and missed the potential in developing those other mechs further.
    (2)

  3. #3
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Eisi View Post
    I don't know whether it's possible to invuln an ordeal or immolation to prevent the boss from turning around immediately after.
    You can invuln the cleave during immo. It makes the spread so much easier. There's a magic vuln debuff, but it fades before busters go out.
    Ordeals can generally be shrugged off, if it's just the one. (I haven't tried two) The vuln stack will generally fade before any busters come out.


    As for the comparison, I've been enjoying this expansion more than the unreals that have come up. What bugs me about unreal is people had time to learn mechs ahead of time and they didn't.
    (1)
    Last edited by Deveryn; 01-30-2023 at 09:36 PM.

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,267
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I agree with the above poster that tanks still have positioning to do in modern fights, although it's far more subtle, less obvious and less frequent than certain old fights. Even just how it's pulled at the start or how tanks are turning it when swapping can affect how much you are wiggling the hitbox for the DPS. Even in the game as it is now, there are numerous, subtle ways that you can demonstrate being a good player instead of a nervous player that has no idea what they are doing.
    (0)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  5. #5
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,771
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Honestly I haven't heard anyone praise the new raid design in game or claim that EW raiding has been their favorite. I think I have a theory as to why.

    It's possible that SE has flipped the tables and started designing raids with balance at heart. And this balance requires big hit boxes, all jobs to perform about equally, and miscellaneous standardization to them. This is why fights all end up feeling kind of samey.

    I think they really ought to go back to designing fights that are really engaging and fun to play, and that players will enjoy doing over and over again AND, after they have that fun fight, balance the best they can around that. Titan's fight was really unique, leviathan was fun (ARR), Seiryu, Byako, Chaos, O4S, E4S, E8S...

    The most engaging thing thats come out of EW is probably the P5S devour mechanic.

    Essentially: Make fun fights, and then do your best at making them balanced, not make balanced fights, and then do your best at making them fun.
    (0)

  6. #6
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,267
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Ath192 View Post
    Honestly I haven't heard anyone praise the new raid design in game or claim that EW raiding has been their favorite. I think I have a theory as to why.
    Oh, I'm not particularly praising the raid design changes, but the raids themselves are great. P5S is one of my favorites ever. This tier, P7S is the one I do for fun when I'm bored.

    That's not to take away from how much I love P5S, it's just when you prog P5S for fun you're going to land in a devour prog party, a Ruby 3, Ruby 5, Ruby 6 prog party, dash prog or some prog.

    In the last tier, P2S was what I did for fun. I thought they were all good in that tier overall, but the music in the first 3 was not exactly what anyone would be likely to put in the top 1,000 tracks in the game.

    For extremes, my favorite this expansion would be EX1 followed by EX2, then followed by EX3 and then EX4. EX1 is something I remember fondly and would do again for fun, whereas it's nice that EX4 was fast-paced but now I've got my totems I don't wanna do it for fun. I'm not sure if SE will top EX1 and EX2 for me this expansion.

    It's possible that SE has flipped the tables and started designing raids with balance at heart. And this balance requires big hit boxes, all jobs to perform about equally, and miscellaneous standardization to them. This is why fights all end up feeling kind of samey.
    SE has just become aware of things they were ignoring in the past, like tiny hitboxes. They want to polish the game and make it intuitive. You see this in the old dungeon revamps. Fights that don't need to be adjusted to work for trusts are clearly being adjusted for another reason: to make them intuitive (which means obvious). In Keeper of the Lake, the closest dragon add was supposed to stay near the boss and the add near the back had to stay at the back or took reduced damage. People didn't know they should use the limit break on the add and that the add represented most of its health. So the fight was changed to be intuitive.

    I agree with the increase in hitbox size, but this is a bit excessive. It benefits the DPS because they can do most mechanics without needing to stop DPS, but I don't think it's particularly necessary. I can give an example of a small hitbox size that worked perfectly fine and provided almost 100% uptime.

    E2S, where if the tank positioned the boss correctly, nobody hardly lost uptime in the fight.

    If the tank messed up, they lost a lot of uptime. See how if the tank had the boss up north it would be not so good for the melee DPS. But then the tank just needs to learn how to tank rather than the design being changed.

    You mentioned Chaos and that's another great example, because so many of the mechanics happen near the boss. You do have the odd run away type mechanic, but guess what, P6S has that and if you run to the corner for it you lose uptime still.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  7. #7
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,771
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    SE has just become aware of things they were ignoring in the past, like tiny hitboxes. They want to polish the game and make it intuitive.
    I’ll be honest. They are polishing the fun out of the game. And as far as intuitive goes, it’s becoming so intuitive it’s bordering on obvious. No one likes obvious things. Maybe the first time it’s ok, but that’s exactly the sort of content you never revisit.
    (2)

  8. #8
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Oh, I'm not particularly praising the raid design changes, but the raids themselves are great. P5S is one of my favorites ever. This tier, P7S is the one I do for fun when I'm bored.
    I also really like P5S. It's great for a first tier fight. All the mechanics are different to one another and require you run around the arena.

    I hate P7S. If I don't skip it on a given week, it's to fall asleep on my keyboard. It's all non-mechanics until you get killed by a teammate messing up their Death/War positions.
    (0)

  9. #9
    Player Knot_D's Avatar
    Join Date
    Aug 2021
    Posts
    1,266
    Character
    Jock Destroyer
    World
    Asura
    Main Class
    Culinarian Lv 80
    I feel like Sophia Unreal's Quasar hurts more than what I remembered in EX when it's still related. Overall I love Sophia Unreal more
    (0)

  10. #10
    Player
    hagare's Avatar
    Join Date
    Oct 2014
    Posts
    2,042
    Character
    Cesan Duff
    World
    Tonberry
    Main Class
    Dragoon Lv 90
    can't wait for the next unreal.
    SKIP SOAR OR DISBAND!
    (1)

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