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  1. #11
    Player
    Jaltaer's Avatar
    Join Date
    Aug 2024
    Posts
    88
    Character
    Jeanne D'altaer
    World
    Brynhildr
    Main Class
    Red Mage Lv 100
    I've been doing OC for about a couple hours, honestly I think the only thing I've formed a strong opinion on thus far is every CE does not need a damn death wall. give it a heavy DoT or something, but all the damn death walls just makes for unfun design. Even the CEs in Bozja, I know some did have death walls, but most of them just gave a bleed or electric DoT.
    If you're going to make every CE have a death wall, at least give one of the starter phantom jobs a rez or something, so you can actually recover from heavy losses rather than laying there watching a couple tanks solo the CE for 10+ minutes...
    (7)

  2. #12
    Player
    Andevom's Avatar
    Join Date
    Aug 2013
    Posts
    720
    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    The exploration aspect would be more enjoyable if there weren't so many mobs. I actually like the look of the zone, but can't really soak it in because of all the enemies. I get it somewhat emulates FFXI in that regard, but in XI you could Sneak/Invis your way around an area.
    (0)

  3. #13
    Player
    oreorion's Avatar
    Join Date
    Apr 2025
    Posts
    9
    Character
    Fervic Xeoris
    World
    Maduin
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Voidmage View Post
    - The fates are fun but some of the critical engagements are a bit overdesigned (not overtuned but overdesigned). That Urn fight in the northweast is absolutely no fun on BLM even with it's new mobility and these fights at least for me sadly show that tanks are just... completely overpowered and can do everything on their own.
    DRG main, I can only imagine how hard it is on BLM. I'm also wondering if it's hard for anyone else to really see the orbs that go out in that fight... Especially near the end where it seems so fast. It's hard for me to keep up with the mechanics and do damage at the same time. But I'm still somewhat on the fence about it because it's kinda fun...


    Quote Originally Posted by Voidmage View Post
    That turtle fight has also a bit of obscure mechanics for the first time (but they are really fun).
    The turtle is the one that made me go "woah, do they always go this hard on field ops?" (--as someone who's ever only played up til Eureka Pagos and nothing else, lol.) It was really fun even if I didn't get it at all the first time. I wish the coins weren't right-click-to-pick-up with a few dozen other players standing right in the same spot, though. (I know about the ways to target them without clicking on people, but even with my time in cosmic to get used to it, I'm just not yet. Maybe I'll get there one day...!!!)
    (0)

  4. #14
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    893
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    I think Occult waters down elements of both Bozja and Eureka and doesn't capture the best parts of either.

    From Bozja:
    No Castrum/Dalriada-esque operations? That's insane to me.
    No more duel encounters? Absolutely ridiculous.
    Massive, customizable lost action loadouts gone? Boring.

    From Eureka:
    Exploration just... isn't that dangerous. The aggro range is tiny and even if you do, just hold W on your mount.

    It's fun, but I'm always VERY disappointed when developers (in any game) don't move forward with some of the most intriguing things they've done in the past in an effort to cater/play safe.
    (2)
    Team Hello First Time - Fan Fest 2016 Feast Exhibition
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  5. #15
    Player
    Misutoraru's Avatar
    Join Date
    Aug 2013
    Posts
    947
    Character
    Misutoraru Valkyrie
    World
    Cerberus
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by AniAG View Post
    [U]Story:[*]All of them share the following traits: "Few mechanics", "same health ratio as usual FFXIV bosses", "extreme damage"[*]Few mechanics: I think this is good, since many complex bosses would overburden this structure[*]Same health ratio as usual FFXIV bosses: This is bad, as it overtaxes each boss having few mechanics[*]Extreme damage: This is so-so on most, and bad on some for reasons following[*]All bosses can be pretty evenly split into three categories: "Good / fun", "too hardcore", "too much trial and error style gotcha" (the latter two are where the extreme damage is an issue)[/LIST]
    Really shock me given how high some CE boss damage.

    Tanking on Tank with 1 defensive cool down still took half my HP bar without any invuln stack, can’t imagine if a group without a tank using only the 120s CD phantom knight…
    (0)

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