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Thread: New Tier

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  1. #1
    Player
    Valence's Avatar
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    Oct 2018
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    5,072
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I'll need to go watch an actual guide to see what the visual tells are for M6 and some in M7 because I'm really not good at noticing this. I tried looking but it just felt frustrating after seeing twice or thrice the same mechanic and still not seeing it. I want my buffs and debuffs back. Those I can hover over them and use my actual brain to understand them.
    (1)

  2. #2
    Player
    Arohk's Avatar
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    Jul 2019
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    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valence View Post
    I'll need to go watch an actual guide to see what the visual tells are for M6 and some in M7 because I'm really not good at noticing this. I tried looking but it just felt frustrating after seeing twice or thrice the same mechanic and still not seeing it. I want my buffs and debuffs back. Those I can hover over them and use my actual brain to understand them.
    which one in particular? i mean there is not really a new "new" mechanic in M6.

    The double stack is also a fire spell > stand in the water or you die (you have the same thing on Shinryu or Titania)
    Even Crystal Tower had that kind of mechanic where you must stand in the water to reduce the Ancient Flare damage.
    When you get the Lightning, dont stand in the water > this is as old as Rahmu from ARR.
    (3)

  3. #3
    Player
    Skubator's Avatar
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    Mar 2025
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    Limsa Lominsa
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    Character
    Skubator Arrowne
    World
    Balmung
    Main Class
    Black Mage Lv 100
    I second this! I think this is the best set of normals they've done in a while. 7 especially stole the show for me. It took a few wipes for everyone to get the mechanics figured out, but we all learned it inside a single lockout and no one got salty or frustrated. Really, it's peak fight design and I hope they keep this energy moving forward.
    (1)

  4. #4
    Player
    Colt47's Avatar
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    Jun 2011
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    Uldah
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    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    The normal raids are good but given visual effects are getting more and more nuts we're going to need a minimap showing danger zones for mechanics even for savage fights. I think I want to throw myself off a cliff after seeing dark red on brown for the extreme trial.
    (2)

  5. #5
    Player
    Valence's Avatar
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    Oct 2018
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    5,072
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Nobody said there was any new mechanic in M6. In fact, the whole tier brings nothing new on that front.
    But a good amount also do come with their lot of specific visual cues, which I have been inquiring around and have had my answers for elsewhere, thank you.
    (1)

  6. #6
    Player Mawlzy's Avatar
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    Sep 2023
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    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    Nobody said there was any new mechanic in M6. In fact, the whole tier brings nothing new on that front.
    But a good amount also do come with their lot of specific visual cues, which I have been inquiring around and have had my answers for elsewhere, thank you.
    I have a general thought on visual tells.

    I've always felt there is something a bit unsatisfying about big orange puddles. The dashed arrows we have been getting for displaced AoEs and knockbacks are, to me, faintly ridiculous. So in principle I think visual tells based on what the boss is doing, or what objects around the arena are doing is a far more entertaining and immersive way of telegraphing attacks.

    The problem is SE has major visual accessibility issues, presumably driven by a desire to have absurdly flashy promos and trailers. The user options to limit VFX are poor. (In PvP for example, limited effects remove stuff you need to see while continuing to show massive explosions that are mostly irrelevant.)

    My guess is this also feeds into the never-ending misunderstandings over what makes a dungeon hard. How many snotty comments do we see along the lines of "the boss is literally waving a huge souffle at you in their right hand, it's a RH CLEAVE!!!"

    I have no doubt this is very puzzling for those with excellent eyesight. There are many fights where I know what the tell is, and the only time I have ever seen it is by going frame-by-frame in a YT guide.
    (2)

  7. #7
    Player
    JadeCurtiss's Avatar
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    Jul 2024
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    Character
    Naoto Seijima
    World
    Famfrit
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Mawlzy View Post
    There are many fights where I know what the tell is, and the only time I have ever seen it is by going frame-by-frame in a YT guide.
    What examples can you give?
    (1)

  8. #8
    Player Mawlzy's Avatar
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    Sep 2023
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    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by JadeCurtiss View Post
    What examples can you give?
    Typically boss tells that depend on them doing something with one hand or side of their body (also front back). I'm blind in one eye and struggle orienting them. The marks on their hit box sometimes help, but in other cases unless I am already aligned boss N/S I can't tell the side of which hand, or which chunk of hair or whatever is telegraphing. There are a bunch of others, mostly using (to me) the pink/blue/purple shades that I can't distinguish. Seem to recall in DT there is at least one boss whose body model offsets from the hitbox marker.

    As I noted in a PvP thread, SE seems to use bad visual accessibility as a mechanic.
    (1)

  9. #9
    Player
    Arohk's Avatar
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    Jul 2019
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    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mawlzy View Post
    I've always felt there is something a bit unsatisfying about big orange puddles. The dashed arrows we have been getting for displaced AoEs and knockbacks are, to me, faintly ridiculous. So in principle I think visual tells based on what the boss is doing, or what objects around the arena are doing is a far more entertaining and immersive way of telegraphing attacks.
    Yes, but a big chunk of players wont move a notch unless there is a big orange telegraph under them, also a lot of attacks aren't telegraphed in savage + .
    Beign able to see the size of an incoming attack is part of the easy and normal modes.
    (2)

  10. #10
    Player
    Voryn's Avatar
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    Aug 2023
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    166
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    I had a lot of fun doing these normal raids. My first clear of M8 took a lot of pulls but it was fun getting used to it.

    The discussion about where the visual queues are is interesting because in M7, during my first run I didn’t notice [i[at all[/i] what shows whether the boss is doing Chariot or Dynamo. A funny thing that happened was somebody in the chat said to “look at the weapon” and then I started looking at how he was holding it, or if the type of weapon changed, but I didn’t notice the difference in the vfx at all. I just had to guess every time.

    And then in EX4 we got the polar opposite where in Bloom 2 all the telegraphs are on the ground and then it’s so hard to see because everything overlaps (in addition to the tiles being hard to see anyway because of the colour scheme).

    It feels like they’re trying to move away from just having the orange puddles but sometimes it can be annoying with how it’s done. The other example I hate is DSR’s Wroth Flames and Hallowed Wings 1 where I have to spin my camera all the way around the arena to see where the dives are. On the other hand I really like how visible the cleaves are in shown in M3S Chain Deathmatch.
    (2)

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