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  1. #31
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,487
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by SXTC View Post
    What are you talking about? You can litterally put all the mechanics in a handful of boxes, nothing "out of the box" about it xD
    Where do you see the unique characteristics of these fights elsewhere in the game?

    - the Cuca Fera fight in SV HM
    - Diabolos in Lost City of Amdapor
    - the purple crystals in Dzemael
    - the Zu in Pharos Sirius
    - Hullbreaker kraken boss
    - Arioch in Lost City of Amdapor
    (1)

  2. #32
    Player
    AyumiCosplayGlam's Avatar
    Join Date
    May 2022
    Posts
    44
    Character
    Ayumi Nishimiya
    World
    Phoenix
    Main Class
    Sage Lv 100
    Interestingly enough, those are some of the bosses i hate the most.
    Not because they are hard, but because its annoying that they have completely different fight design than the other 95% of the game and you basicly have to flip a switch inside your head to think like ARR Square Enix and deal with its old shenanigans.

    The way i see it is that its better to fix the outliers so that they are more aligned with the rest of the game, rather than starting implementing unintuitive gimmicks like those randomly in newer fights.

    This is why i am advocating for a rework of Coils of Bahamut in particular and Crystal Tower for a long time, because they represent a fight design philosophy that does not exist anymore. It misrepresents what raiding actually look like for new players and regardless if they like it or dislike it, they are ultimately misled about what to expect later from the game.
    (0)

  3. #33
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    678
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Dancer Lv 100
    I actually had a run of Pharos this week where fate decided to give me double DNC as DPS, and they managed were positioned just right to hit every egg in the room with double Standard Step, I never seen the Zu mother so pissed, and proceed to just nuke the party in a second, we got it the second time, but it was funny to watch shit hit the fan so spectacularly.
    (1)

  4. #34
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,976
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by AyumiCosplayGlam View Post
    Interestingly enough, those are some of the bosses i hate the most.
    Not because they are hard, but because its annoying that they have completely different fight design than the other 95% of the game and you basicly have to flip a switch inside your head to think like ARR Square Enix and deal with its old shenanigans.

    The way i see it is that its better to fix the outliers so that they are more aligned with the rest of the game, rather than starting implementing unintuitive gimmicks like those randomly in newer fights.

    This is why i am advocating for a rework of Coils of Bahamut in particular and Crystal Tower for a long time, because they represent a fight design philosophy that does not exist anymore. It misrepresents what raiding actually look like for new players and regardless if they like it or dislike it, they are ultimately misled about what to expect later from the game.
    Sure, it's easier to fix the outliers and it might give new players a better idea of how the rest of the game is. But it doesn't fix the core issue, that the "modern" design is both incredibly stale and boring.
    The fact that those are, in hindsight, considered outliers in the first place is exactly the problem.
    (1)

  5. #35
    Player
    Basteala's Avatar
    Join Date
    Apr 2022
    Posts
    420
    Character
    Basteala Thayne
    World
    Mateus
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by TaleraRistain View Post
    Where do you see the unique characteristics of these fights elsewhere in the game?

    - the Cuca Fera fight in SV HM
    - Diabolos in Lost City of Amdapor
    - the purple crystals in Dzemael
    - the Zu in Pharos Sirius
    - Hullbreaker kraken boss
    - Arioch in Lost City of Amdapor
    You want to know a trend about all those fights?

    They're all old. Like almost ten years old. Maybe fights had unique elements in the past but that is CERTAINLY not the case now.

    I fear your evidence only strengthens the argument against the current state of FF14.
    (1)

  6. #36
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    726
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by AyumiCosplayGlam View Post
    Interestingly enough, those are some of the bosses i hate the most.
    Not because they are hard, but because its annoying that they have completely different fight design than the other 95% of the game and you basicly have to flip a switch inside your head to think like ARR Square Enix and deal with its old shenanigans.

    The way i see it is that its better to fix the outliers so that they are more aligned with the rest of the game, rather than starting implementing unintuitive gimmicks like those randomly in newer fights.

    This is why i am advocating for a rework of Coils of Bahamut in particular and Crystal Tower for a long time, because they represent a fight design philosophy that does not exist anymore. It misrepresents what raiding actually look like for new players and regardless if they like it or dislike it, they are ultimately misled about what to expect later from the game.
    Food for thought though: when those bosses were current content, they were not "outliers". They were the game, both possibly part of the enjoyment players had with this MMORPG and part of the reason they fell in love with the combat. These fun bits were slowly rationalized away in favor of a more "streamlined" experience, whether that is better or worse depends on the eye of the beholder. For me, the fights have become worse, but YMMV.

    You say it misrepresents what the game is about, I say the new fights misrepresent what made the game exciting when it was new. Instead of completely moving away from these things, why not meet in the middle and have some of column a, some of column b?
    (1)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  7. #37
    Player
    AyumiCosplayGlam's Avatar
    Join Date
    May 2022
    Posts
    44
    Character
    Ayumi Nishimiya
    World
    Phoenix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Absurdity View Post
    Sure, it's easier to fix the outliers and it might give new players a better idea of how the rest of the game is. But it doesn't fix the core issue, that the "modern" design is both incredibly stale and boring.
    The fact that those are, in hindsight, considered outliers in the first place is exactly the problem.
    Just because something is unique in design, dosnt make it good.

    I would easily bet a few hundred thousand gil that most of us at least at some point sighed very hard when we get some of these uniquely designed fights in our roulettes, like the gobwalker arena in alexander, or where you have to sniff the gas to turn into a gorilla in alexander again, or the crazy healer wedding dungeon with the boss where you have to let the 2nd boss kill the mobs with its targeted aoe, or yes the cannons in stone vigil.
    These fights are not good, unique sure, but not in the slightest more enjoyable than any modern fight.

    I would also like to see better designed fights, but old ARR dungeons hardly make a good arguement because they are just mostly a pain in the backside.
    A multiple floor arena would be awesome tho, having to run up and down a level to avoid room wide attacks from the boss is so simple of a concept yet we do not have it at all.
    (0)

  8. #38
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,132
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by AyumiCosplayGlam View Post
    Interestingly enough, those are some of the bosses i hate the most.
    Not because they are hard, but because its annoying that they have completely different fight design than the other 95% of the game and you basicly have to flip a switch inside your head to think like ARR Square Enix and deal with its old shenanigans.

    The way i see it is that its better to fix the outliers so that they are more aligned with the rest of the game, rather than starting implementing unintuitive gimmicks like those randomly in newer fights.

    This is why i am advocating for a rework of Coils of Bahamut in particular and Crystal Tower for a long time, because they represent a fight design philosophy that does not exist anymore. It misrepresents what raiding actually look like for new players and regardless if they like it or dislike it, they are ultimately misled about what to expect later from the game.
    I would be so sad if they did. They already butchered most of the old bosses that got reworked to turn them into the same vapid pasta sauce...

    Quote Originally Posted by TaleraRistain View Post
    Where do you see the unique characteristics of these fights elsewhere in the game?

    - the Cuca Fera fight in SV HM
    - Diabolos in Lost City of Amdapor
    - the purple crystals in Dzemael
    - the Zu in Pharos Sirius
    - Hullbreaker kraken boss
    - Arioch in Lost City of Amdapor
    There were a lot more than just those, even in HW actually. Mustard dragon in the Aery before the duty support rework comes to mind among others, very intricate mechanics actually, but it was made irrelevant by people just being able to bruteforce through them unfortunately.
    (1)

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