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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,997
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Saraide View Post
    This thread is describing how seat of sacrifice extreme works. Pretty good ex fight imo.
    If that were the limit of it, I'd probably be for the idea. Similarly if it were reasonably restricted so that the individual mechanics don't have to be nerfed to hell to cover for the chance of them going off back to back, then the idea wouldn't as likely harm as improve the game.

    But, there doesn't even seem to be any attention to bundling (varying specific courses, rather than simply randomizing each part, as to have synergetically higher --but still actively manageable-- difficulty), let alone any consideration of specific interactions or setting up taxonomies/categories of mechanics to resolve the new issues such as system would need to sort out.

    It therefore all just feels very 'tossed-out-there' as if surely the details (which matter a whole lot more than the whatever label you slap onto the 'overarching design') will just sort themselves out somehow, so I'mma wait on this one. The idea could be applied more broadly than just the certain fights we already see portions of it in, if the work were put it; otherwise, probably not.
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  2. #2
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,092
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    If that were the limit of it, I'd probably be for the idea. Similarly if it were reasonably restricted so that the individual mechanics don't have to be nerfed to hell to cover for the chance of them going off back to back, then the idea wouldn't as likely harm as improve the game.

    But, there doesn't even seem to be any attention to bundling (varying specific courses, rather than simply randomizing each part, as to have synergetically higher --but still actively manageable-- difficulty), let alone any consideration of specific interactions or setting up taxonomies/categories of mechanics to resolve the new issues such as system would need to sort out.

    It therefore all just feels very 'tossed-out-there' as if surely the details (which matter a whole lot more than the whatever label you slap onto the 'overarching design') will just sort themselves out somehow, so I'mma wait on this one. The idea could be applied more broadly than just the certain fights we already see portions of it in, if the work were put it; otherwise, probably not.
    The example OP posted describes what they mean and it's basically how SoS ex works.
    (0)
    Quote Originally Posted by Orinori View Post
    Aren't you the same Saraide who makes every savage pf blacklist you because you can never do a mechanic correctly and constantly causes enrage wipes? Pretty ironic to read this lmfao
    Quote Originally Posted by os12ispeak View Post
    Aren't you the same Saraide who makes every savage pf blacklist you because you can never do a mechanic correctly and constantly causes enrage wipes? Pretty ironic to read this lmfao