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  1. #1
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    545
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    To be fair I don't mind the trickle-down of mechanics, I've seen a couple of times mechanics that were only present in raids and upwards have shown up in dungeons a couple of expansions down the line. If they did it more often it would help to integrate the casual and raiding communities as raiders would readily recognise and be able to explain things showing up in normal stuff.
    (0)

  2. #2
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Changes are not satisfying enough..

    Difficulty is good but fights are repetitive and boring
    (0)

  3. #3
    Player
    ClaudeHerel's Avatar
    Join Date
    Sep 2018
    Posts
    70
    Character
    Claude Herel
    World
    Mateus
    Main Class
    Fisher Lv 100
    I'm having fun
    (2)

  4. #4
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,369
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    They've also done it with Alert Pheromones (the first one) just after the 1st Beats, and see how controversial this has proven already. Every melee on earth hated that apparently. Too randomly obnoxious they said. Couldn't keep their GCD rolling perfectly and preferred greeding the mechanic than dodging.
    (0)

  5. #5
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    I find myself unimpressed by the savage fights on the whole after doing normal.

    2 and 3 especially felt like there was a lot more dynamic movement that couldn't be planned in normal to maintain uptime, while savage m2 only retains alarm pheromones 1 and none of the random ground targeted actions, and m3 has almost no chasing the boss for uptime, no bomb layout differences and no baited ground AoEs.

    I also find myself cynically thinking this is because they thought players wouldn't be able to deal with these more random mechanics without raising a big stink about it as we already see from alarm pheromone complaints. There seems to be a mentality among players that we should all be able to always maintain perfect uptime and not have to measure any opportunity costs to do so, and the devs kept designing fights in this way because it can feel bad for players otherwise, like they've been cheated or something.

    It's going to take time for players to change on this because we're so used to living in our perfectly mapped encounter timelines to the point that job design has followed suit with things like 0 damage gap closers, gap closer charge accumulation, no-cost sprint, free healing almost everywhere and almost 100% effective knockback immunity.

    But at least, this tier, boss hitboxes are mostly smaller, the final fight isn't absolutely riddled with 'puzzle' mechanics that are only fun to solve but not to play, and alarm pheromones at least exists in Savage. M2s and M4s pace is a little bit faster than what we often have so we're not just whacking a boss doing nothing for 50+ seconds (thanks, Brute Bomber). We're on a more fun trajectory, I think. I just hope they don't stop here because it's not quite enough as it is.
    (2)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,369
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Post View Post
    I find myself unimpressed by the savage fights on the whole after doing normal.

    2 and 3 especially felt like there was a lot more dynamic movement that couldn't be planned in normal to maintain uptime, while savage m2 only retains alarm pheromones 1 and none of the random ground targeted actions, and m3 has almost no chasing the boss for uptime, no bomb layout differences and no baited ground AoEs.

    I also find myself cynically thinking this is because they thought players wouldn't be able to deal with these more random mechanics without raising a big stink about it as we already see from alarm pheromone complaints. There seems to be a mentality among players that we should all be able to always maintain perfect uptime and not have to measure any opportunity costs to do so, and the devs kept designing fights in this way because it can feel bad for players otherwise, like they've been cheated or something.

    It's going to take time for players to change on this because we're so used to living in our perfectly mapped encounter timelines to the point that job design has followed suit with things like 0 damage gap closers, gap closer charge accumulation, no-cost sprint, free healing almost everywhere and almost 100% effective knockback immunity.

    But at least, this tier, boss hitboxes are mostly smaller, the final fight isn't absolutely riddled with 'puzzle' mechanics that are only fun to solve but not to play, and alarm pheromones at least exists in Savage. M2s and M4s pace is a little bit faster than what we often have so we're not just whacking a boss doing nothing for 50+ seconds (thanks, Brute Bomber). We're on a more fun trajectory, I think. I just hope they don't stop here because it's not quite enough as it is.
    Because that's how the game at higher level is designed to be all about rehearsing a DDR script.
    Because that's why they keep removing procs and rng on jobs all the time to get closer and closer to an unchanging, unvariable script you have to do again and again and again when progging. And then when weekly reclearing.
    Because they'd rather have each encounter fully mapped on an excel sheet for optimization, even if you could technically just run an elaborate macro that would just do the rotation for you (it's already been done on SMN and DRG back in Apshodelos).
    Because the player skills that are put under the spotlight those days are exclusively about muscle memory and pattern memorization, and not adjustment, agency and choice on the spot.

    And let's be honest, if they made everything truly random (not just the role agnostic mechanics of recent ultimates, that are already run with bots and third party everywhere because that's like playing speed chess against a grandmaster), they'd need to tone down the fight complexity immensely much the same way it used to be less complicated back when job kits and the battle system overall had more meat to it and was more demanding. Today everything is fueled into encounters, so the rest has to accommodate for this as a result. I'm not a WoW player but from what I've seen even mythic mechanics are a lot less intricate and impressive mechanically and their class rotations are basic in comparison (but have/had a lot of rng/apm), but they'll mess you up hard because everything is randomized to the bone.
    (3)

  7. #7
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    545
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I do think it's reasonable to expect melee to be able to maintain 90% or more uptime but in savage it shouldn't necessarily be easy to do or even obvious where to position to do so. That should be part of the job difficulty.
    (2)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I do think it's reasonable to expect melee to be able to maintain 90% or more uptime but in savage it shouldn't necessarily be easy to do or even obvious where to position to do so. That should be part of the job difficulty.
    So long as the same is pretty consistently true for casters' casting and whatever unique role-thematic difficulty physical ranged bring to the table, I'm all for this.

    *I'm assuming here that you mean "melee uptime" or "effective uptime" (where our fallback ranged attacks contribute only proportionate to their damage relative to what could be done from melee).
    (0)

  9. #9
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,482
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Alice_Rivers View Post
    I do think it's reasonable to expect melee to be able to maintain 90% or more uptime but in savage it shouldn't necessarily be easy to do or even obvious where to position to do so. That should be part of the job difficulty.
    I wonder how that situation would change if they kept the melee uptime as it is today, but transfered a big portion of their melee combo potencies to the successful positional hits. This way you're still on the boss, but now there's this layer of difficulty that is in fact a movement constraint too.
    (0)

  10. #10
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    545
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Both of those seem fairly reasonable to me as a mostly heal/ranged player who mostly dabbles in NIN from time to time. There is obviously the slidecasting element to that so I'm not entirely sure how caster uptime could be constrained but equally I'm not that creative. I suppose it would be reasonable to have some add phase or something where ranged (preferably casters) have to do something to facilitate melee uptime? Mostly the having ranged/casters doing something since I still prefer melee uptime being tied to the melee player's skill rather than dependant on someone else (tank not withstanding since positioning should be their job) doing their job properly. I'm sure people better at melee and the game in general than me will have better ideas.
    (0)

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