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  1. #11
    Player
    Voryn's Avatar
    Join Date
    Aug 2023
    Posts
    162
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    The chaotic raid is so weird because you don’t need to be any good at doing mechanics to get to phase 2, because in phase 1 you can’t cause huge problems unless you either kill everyone with the flare or you die as a tank. And then in phase 2 if you die (regardless of role) it can be hard to get raised and then get into position fast enough for the next mechanic that will cause a big problem if it’s not done right.

    And then we all get annoyed with PF because we have a mechanical consistency test and bodycheck several minutes into what’s seemingly intended to be a beginner-friendly raid. Instead of adding more requirements before being able to enter, they should rethink the design of the raid itself.
    (2)

  2. #12
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kuroka View Post
    It should require at least the current ex trial though
    Extreme does not teach the usual hidden mechanics of savage like baits and debuff icon cooldowns. Extremes are very graceful at revealing that info to players from its visuals alone. I do think this would be an improvent to the chaotic. It would reduce cone pvp.

    But i think there is only 2 problem areas:
    - Rezzing from inner to outer ring, since there is no way to walk/teleport back, it means that deaths outside are significantly deadlier. Resolving this can fix several problems and make the towers at the side better managable.
    - While hands have a clear indicator, the cones in p2 dont. There is also no real indicator towards players for usual timings of these, so its hard to learn. even in p1 you see others getting the timer. Making it very clear what is going on. I think p2 would benefit a lot here as it prevents some major pvp.

    And yes, the looming/tower wall is to me what should be kept. Its harsh, but its also the only good criterium that realy defines a team that can clear or not. Vagueness and reaching enrages all the time isnt helping to players. Being harsher is. And with some better rezzes, recoveries do become better here, as even if 1 or 2 towers are missed, with a good team its not a wipe (not even close).
    (2)

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