The first boss for The Strayborough Deadwalk expert dungeon had something new and I bet you complained about that.- Turn everything into a circle or square arena.
- Add a trial boss. Addendum: if the casual version is closer to a dungeon, remove the dungeon part and only keep the trial boss for the higher difficulty versions.
- Interlace AoEs and donut AoEs.
- Pepper with pair stacks, light party stacks when appropriate.
- Add a tank buster or two.
- Rince and repeat.
To think we were promised new and exciting encounters for Dawntrail.
Something as annoying as the first boss of Deadwalk is new, but its not exciting. I think complaining about something new that is as poorly made as the first boss of the Deadwalk is legit. I mean dawntrail is new too (well parts of it here and there) but still plenty of ppl complained because it was one of the most poorly written, paced and boring pieces of story they have given to us since, well, ever.
Just because we asked for something new and was given whatever thing this is, doesn't mean we cannot point out that it was not done well.
So we dismiss new mechanics also if we subjectively decide it's not "exciting" as well? The entire premise of this thread is to reinforce that they have a repetitive track record of mechanics, yet when they add new things, we still get to dismiss it if we find it "boring" or "not fun"?
These forums can never be satisfied. Every thread proves this more and more. Here's an idea OP, become a game dev, get hired by SE and create this new and exciting mechanic you believe everyone will enjoy unequivocally.
They actually said that the reason they fell into this pattern of mechanics is because people regard them as clean and well done, and that when they tried other things, they'd often be attacked for it and my guess is that the Stayborough first boss is an example of this. It caused them to retreat into "safe mechanics" that they know work.
If square can’t figure out after THIS long why certain mechanics do and don’t work in the current engine then that says more about them than it does the feedback we are offeringThey actually said that the reason they fell into this pattern of mechanics is because people regard them as clean and well done, and that when they tried other things, they'd often be attacked for it and my guess is that the Stayborough first boss is an example of this. It caused them to retreat into "safe mechanics" that they know work.
Let’s look at 2 “new mechanics” who got completely different reactions
1) strayborough deadwalk- the mobs aren’t actually where they appear on your screen and when they catch you because their hitbox is inconsistent they punish you with 10 seconds of no DPS. New mechanic community didn’t like it
2) queens chess- new and unique movement mechanic built on forced match that made you position yourself on a chess board against 2 other pieces. It works within the system and people moved queen’s mechanical design
Making mechanics that don’t work within 14’s spaghetti code and bad NetCode then using the obvious resultant bad feedback to go back to the same generic 5 mechanics we always have is just an indication of creative bankruptcy. Anyone could see from 10 miles away that the deadwalk boss doesn’t work well with the NetCode
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
I did. It is annoying, but I also applaud the attempt, actually, even though it doesn't go in a direction I like, especially the teacup boss.
I'll still keep an eye on the next dungeons, since it's the only place where some timid things have appeared. And i'll cross my fingers that I like it.
Every tier has always had a couple of new little things give or take. Anabaseios saw web shenanigans in P10, it also had Harrowing Hell, for example. The knockback mechanic in M1 is no different (it's cool though). It's still the same formula. If this is enough to satisfy you all, then I'm happy for you. I'm sorry but this savage tier has been a perfect example of the current formula.It was!
We also did get new mechanics, like knockup mechs that check what direction you're facing, RNG-ish patterns, more continuous KB mechs, counting ‐ hit confirmation mechs, bait mechanics everyone does that have some RNG mixed in..
We can ask for more sure, but let's give them credit where it's due. This tier was not simply stack, spread, aoes, donuts etc
So we're moving the goalposts now? This is not about pointing an incredibly stale formula that keeps and has kept happening even this tier, but this is about making something that everyone will enjoy unequivocally?
I think the main reason why both sides are unable to understand each other or talking past each other on this specific issue is that to you, a variation within the same limited lego set is enough to say something is new. To us, it's just more of the same shifted around with a new coat of paint.
But I won't deny that it's also bout expectations and satisfaction. You're obviously satisfied with the current gameplay, we aren't, and are expecting other more radical changes.
Last edited by Valence; 10-13-2024 at 07:04 PM.
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