Quote Originally Posted by Mr_Gyactus View Post
I agree, monster are too easy and die so fast (if not, why did I open this thread?).
The point is "How can SE change this flavour?"
Is "hit harder + more HP" enough? Does it change our gameplay?
What do I have to expect from future contents? A bigger buffalo with a different name? More HP, more damage, same tactic?

Yes kukurumel, SE has to improve AOE, status effects, and others. And I agree, they have developed characters ("classes") with a many vs many concept, broken in the end.
Anyway, I find unfair call them "idiots"; maybe you are right, they don't have experience or proficiency, but this is a beta forum, SE is asking feedbacks, and I think this ("dynamism in a fight, not only CC") is way more important for a successful re-release, than a aggro icon or an AH or a chocobo.
However, if SE doesn't have a skilled scripter it can employ one.

@FFX: =_=" well in my copy is not possible (simply zanmato doesn't work on bosses). Don't you think it's a bit "trickY"with that summon?
Well one can say if they want CC type battles of many vs many...they need to hire experts in the area. Those of which I have never seen any glint in any SE projects. So while "idiot" is blunt, it's true they are asking the wrong people for the job to do it.

Simple fact, they need to head hunt people that know how to set those type of games up. Or they're better off without trying to continue the many vs many concept, and stick to what they do best.

On better fights. Simple, in concept. Either have better script/scenario writers, or inversely, make players "weaker".

Half the reason IMO that fights are so boring and lack "epic" memorability is the shear farse the battle system and the amoury system and the skill system, etc are all made too powerful or flexible.

The same buffalo if you take out the possibility of a lot of the armoury system setups and skill setups, make it easy to make players "feel" it.

Simple fact is, the current players have no "weaknesses" and exploiting the player's "weakness" and balancing that with the monster/scenario weakness, is the fine dance that makes thing epic.

They have to make players "curse" at that buffalo for any moves he makes while at the same time never making it into a "cheater!". It's elementary as that's what every entertainer wants to do, dangle that carrot just close enough to not reach it but not far enough so be impossible.