Quote Originally Posted by UkcsAlias View Post
Another not combat oriented form of RNG: extreme trial mounts

That they are random is perfectly fine, because totems are the alternative way to safeguard the ones which had bad rng. But it shouldnt take months. Some delay is fine to make the RNG reward more special when obtaining it early. But when you are already waiting 6+ months before you can use the totems, it feels needlessly long to wait for something you eventualy should get anyway. Its like the game punishes you for not trying to go further, instead of rewarding dedication, and this feels like a very negative thing (especialy when you collected all mounts already but lack the newest one even after obtaining 300+ totems). Its not rewarding dedication, its punishing it (since when it finaly does get released, those 200 extra totems will be completely worthless.

This is where i think it would be better if they changed the system a little:
Upon release up to a month: 2 totem per kill, not purchasable mount yet
After 1 month up to 3 months: mount becomes purchasable at 200 totems (your early grind that you took to the extreme can now be rewarded)
After 3 months: grant 3 totems per kill, reduce cost to 150 (speeds up the process a bit compensating for reduced attention)
Next patch release (or if extended duration between patch): reduce cost to 100 totems

As a bonus, i would even (if no other item drop is given) add a bonus totem that you can roll on, giving a bit more sense of progress and rewarding sense of RNG (could even drop 2 of these, but restrict it to only 1 totem per player per run). This will also benefit older extremes as now with faster completions, it does still generate a bit more totems (and those who got the mount generaly wont roll for these - and even if they do, so be it)

The 2 totems reward and its 50 required wins are no problem for anyone that is willing to farm now. This can be gotten in a month easily. If it becomes purchasable faster, going for more totems can get those players to continue longer (but they dont have to, as they know the price will eventualy drop). Make it feel rewarding to take the extra step, or make the wait feel rewarding. Now it doesnt do both and its just an anoying taunt in your inventory/chocobo/retainer.
I don't think mount drop RNG is anywhere close to interesting RNG. It's just frustrating and nothing else. 99 totems to make up for it is just silly. I ain't gonna farm something 99 times. But I'm gonna get accused by people that like farming that I'm not the main audience of that mechanic so... idk.



Quote Originally Posted by Aco505 View Post
That's your personal opinion. Haven't you said before that you're not interested in melee or positionals? Weird then that you'd call them uninteresting just because they're so for you.

Asking about randomness in FnC/WT specifically simply tells me you don't play the job. They're the worst actions to do that on.
They're uninteresting for me and I never claimed otherwise. I apologize if the reply read a bit salty, because sometimes I'm actually interested in melees, but some fundamentally different tastes and expectations like that remind me why I stay away from them beyond leveling. And as usual, if that's what melee mains want out of their melees, then I'll politely bow out and let them have it.

Quote Originally Posted by Mikey_R View Post
Just to add to the DRG Fang and Claw/Wheeling Thrust discussion, when they were RNG in HW, many Dragoons didn't like it, especially when we were talking about extreme/savage fights. The main reason? You couldn't properly plan what you had to do. With only 2.5 seconds to see which one you had to use, then position properly, it just wasn't enough time, especially when you take into account boss movement along with other job mechanics. I'm pretty sure the reason it was changed in SB to guaranteed combos is because of the general dislike of the RNG.
Quote Originally Posted by ZiraZ View Post
They are interesting enough already for DRG, I don't see any reason to change them, the problem is the boss fights that are huge boring walls, but go do P11S on DRG and imagine what would happen if you had to account for rng and a highly spinny boss while being incapable to map pre-positioning/true north usage. It would just piss you off.
I do agree when combined with positionals, it's obnoxious. That's why I'd have felt more natural to have positionals on the fixed segments of the combo, and no positionals on the rng segments of it, but well.