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  1. #31
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,420
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Kinda wish they'd gone with the "flashes right before the hit" type of telegraph for the Coincounter, like Omega's Starboard/Larboard cannons. Too late to dodge, but at least you can see what happened for next time. Some of those attacks are a bit oddly shaped.
    (4)

  2. #32
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,852
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    Wait, what?

    NO! XD

    THIS IS PART OF THE PROBLEM.

    We shouldn't be instilling the "wall to wall" mentality. THAT'S why dungeons are hallways now. BECAUSE of players having the incessant wall to wall mentality. We need to break from that, NOT enshrine it!
    And from where did we end up with that "wall to wall" mentality? Because the devs removed virtually all danger involved in mass pulling, then realized they could just pull mobs to the boss (first to lock them out, then to AoE them with the boss) which they "solved" by creating walls that were impassible until the nerfed-to-hell mobs were dead.

    Player-chosen variety depends on tuning; if risk can be ignored, it will be ignored. By replacing any difficulty and player chosen difficulty with solely unavoidable/unmanipulable ways of pace-setting via walls, they not only made "wall-to-wall" the norm but also made runs of the same dungeon feel less varied/variable.

    I'm sorry, but the community isn't worth blaming for its simply having adapted to the changes given to it (as opposed to, what, RPing that a threat remains / purposely doing runs half-naked for no reward?).

    Does some part of that blame lie with a portion of the community who insisted that Amdapor Keep, Pharos Sirius, and the like be hugely nerfed (with some of its bosses even losing a good half their mechanics)? Maybe. But it's also on the devs to take their feedback with a grain of salt and a margin of foresight.

    Quote Originally Posted by TheMightyMollusk View Post
    Kinda wish they'd gone with the "flashes right before the hit" type of telegraph for the Coincounter, like Omega's Starboard/Larboard cannons. Too late to dodge, but at least you can see what happened for next time. Some of those attacks are a bit oddly shaped.
    That'd be fine, too. I prefer to also have 'edges (very subtly) marked only' before the hit, since it allows for minimalistic movement without needing to quite to the whole level of precisely eyeballing distance from mob, but whatever allows players to quickly learn the mechanic without relying on covering the floor in gaudy AoE indicators (or, just as bad, devolving the mechanic to just responding to those indicators instead of engaging with the ability names or readying animations) sounds good to me.

    (I also wouldn't mind having a soft %HP based damage cap on some skills, like Coincounter's radial swing dealing at most 99.9% of HP, as that'd then be recoverable... so long as we accelerate a follow-up mechanic to demand immediate healing instead of thereby making Swing effectively zero threat.)

    Quote Originally Posted by Renalt View Post
    Yeah I agree that I liked when I had to watch the body language of Coincounter to see what was up. Yeah if it's your 1st time you may get nailed with an attack but only one of them was punishing. I mean if you see a 10 ton attack that's an AoE and get hit with that and it hurt but you survived...it's safe to say when you see it again but it says 100 ton...that you should not be there.
    Pretty sure the Ten-Tonne radial AoE one-shot clothies back in the day unless they had the food buff and good gear or a Stoneskin/Succor. Heck, I think it was usually a one-shot to Monks, too, with only DRGs being able to survive, outside of the circumstances above.
    (0)
    Last edited by Shurrikhan; 08-24-2023 at 11:55 AM.

  3. #33
    Player
    Balmung_Griffin's Avatar
    Join Date
    Dec 2014
    Location
    Gridania
    Posts
    285
    Character
    Balmung Griffin
    World
    Sargatanas
    Main Class
    Dragoon Lv 100
    Remember Ultros and Typhoon?
    You had to turn into Imps and absorb Ultros Water Attacks, then you'd use those stacks to prevent Typhoon's Sneeze.
    You could actually wipe due to a ring out.

    Rotational Sneeze was also interesting to dodge.

    In the end, people complained a lot and that fight is just a shell of it's former self, I think it was around that time they just gave up trying to make different mechanics like that.
    (1)

  4. #34
    Player Amnmaat's Avatar
    Join Date
    May 2019
    Posts
    1,249
    Character
    Loud Jungle
    World
    Sargatanas
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by Balmung_Griffin View Post
    Remember Ultros and Typhoon?
    You had to turn into Imps and absorb Ultros Water Attacks, then you'd use those stacks to prevent Typhoon's Sneeze.
    You could actually wipe due to a ring out.

    Rotational Sneeze was also interesting to dodge.

    In the end, people complained a lot and that fight is just a shell of it's former self, I think it was around that time they just gave up trying to make different mechanics like that.
    That's the kind of stuff games like GW2 and to an extent, WoW has; where you have to do this duty specific thing to do progress. In GW2 you have to fight waves of enemies and hitting them with a special hammer that absorbs the enemy's energy which you then use to unshackle a giant stone man.

    square enix gave up on making games, now it's downsized to mario-level of pick-up and play.
    (0)

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