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  1. #11
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    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.
    (0)

  2. #12
    Player

    Join Date
    Mar 2011
    Posts
    104
    Quote Originally Posted by MariyaShidou View Post

    Mobs in FFXIV actually do respond to players up to some degree.

    For example Great Buffalo, with BR you can stop it from gaining TP and all it do mostly are just normal attack. Then you can break it horns and it can't use its Horn special attack, incapacitate its leg and it can't stomp. People don't bother with normal monsters though, because they die too fast.
    This shows the strengths and weakness of the combat system in FFXIV in my opinion. Yes there are are lot of mobs that respond to player movements and actions, you can run away form moles and miss gnats rays and such, that is my favorite part of the combat system. Knowcking parts off the mob is great becasue you have to decide which part you wnat to knock off, do you knock off the part, do you slow it, debuff it etc, which one do you do first and it shoudl change depending on the mob NM your fighting lot of decissions and excitement.

    The TP down one though I find annoying, by using it, which every will, reduces the difficulty of the encounter, your healers have less to do, melee dont' have to move and avoid AOE, there is less things going on to avoid. So by playing well you have less fun things to do, this seams a little counter productive to me, as I wan to have MORE fun things to do. I am not saying get ride of the TP down BR but I think I don't think it should be an automatic debuff, there should be a trade off to make the fight more enteresting instead of less. Like TP give the mob an attack boost or, when it wears the mobs next ability hits harder or something. If the mob does less thanks to TP down it appears to me to also be less entertaining to fight.

    This is mostly preference and opinion, but I think it is interesting to note.
    (0)

  3. #13
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Linnear View Post

    The TP down one though I find annoying, by using it, which every will, reduces the difficulty of the encounter, your healers have less to do, melee dont' have to move and avoid AOE, there is less things going on to avoid.
    Now i expect every nm have regain, so they spam ws as hell if you don't gimp it :X
    (0)

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