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  1. #21
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by TimonLoon View Post
    I like it but would like it much better if it only happened if players dealt an amount of damage that exceeds a certain % of the HP. For bosses something like 3-5% of their HP would equate to a stagger or flinching. Also they should have it happen all the time when the boss is below 15% of their max HP.

    This indicates progression throughout the encounter.
    I agree with this.

    While the dragon's animation in the trailer is no different than bosses today that doesn't mean that I like the behavior in 1.0 either. I think having the monster react to weapons skills/percent damage/critical hits only would be much more effective.

    Having a ferocious beast seemingly unphased by your normal attack makes that beast much more intimidating, giving the fight a greater sense of challenge. It also opens up psychological avenues as well. What happens when that previously unflinching ferocious beast reacts in pain to your critical weapon skill. That feels like a much greater accomplishment than if it were just standard behavior, and I think that's the core of the problem.

    Upon the first watch I didn't really notice anything wrong with the fight. When I fight Ifrit I don't really notice it either. If it were more of a rare occurrence then maybe I would and it would also provide me with a positive feedback loop.

    So in my opinion, while it's not a problem per se, I think the feel of battle would greatly benefit from "adding some weight" to bosses a little more.
    (1)

  2. #22
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Rhomagus View Post
    I agree with this.

    While the dragon's animation in the trailer is no different than bosses today that doesn't mean that I like the behavior in 1.0 either. I think having the monster react to weapons skills/percent damage/critical hits only would be much more effective.
    Yeah, since a lot of enemies feel weightless, especially after getting rid of collision detection.
    (0)

  3. #23
    Player

    Join Date
    Jul 2012
    Location
    Limsa Lominsa
    Posts
    7
    Kinda necro posting here but.. Having played alpha, I believe this excessive boss flinching needs to be fixed. The final dungeon boss bounces around like crazy each time he gets hit he flinches a ton. Seems kinda fake to me and I would prefer that he only flinch once in a while or maybe say after each time a combo is executed or something or after certain damage thresholds
    (3)

  4. #24
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Diminou View Post
    clip
    I'd delete this post if I were you.
    /NDA
    (2)

  5. #25
    Player
    IloveYouPumpkin's Avatar
    Join Date
    May 2012
    Posts
    241
    Character
    Zoobie Senjougahara
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by AmyNeudaiz View Post
    I'd delete this post if I were you.
    /NDA
    ehh. he's just saying they haven't changed it from what we saw in the limit break trailer.

    And yes the dragon definitely bounces too much. Doesn't sound hard to fix so we'll see how things are in beta. After all, that's a more updated ARR so maybe its been taken into account. Nothing wrong with mentioning it now though. Whoever seemingly doesn't think anything is wrong must have not seen the trailer. Go watch it.

    Off-topic - Watching that trailer again got me a little excited. I'm still looking forward to ARR despite some of my critisizm. I noticed something interesting too.. A while ago I read that the limit break for blackmage requires the group to stand in front of the blackmage (like a wall) to initiate, and indeed the group goes into a formation in front of the BM for the limit break. That's cool! XD
    (0)

  6. #26
    Player
    Bittereye's Avatar
    Join Date
    Mar 2011
    Posts
    94
    Character
    Bittereye Azurial
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Wow; I cant believe ppl are still posting to this thread So yeah, it isn't "Ragdoll" physics like originally mentioned but the impact animation the larger enemies take look out of context. I still stand by this comment but it doesn't seem that SE will be doing anything about it at this stage.

    Amy, you're my hero!! You backed me up right after my post!
    (1)

  7. #27
    Player
    MizoreShirayuki's Avatar
    Join Date
    Mar 2011
    Posts
    187
    Character
    Mizore Shirayuki
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    Yoshi-P: Initiate "Plan B." I.E.: Take another page from FF11 and scale back impact animation so it looks less Dragonball Z-esque 24/7, so the mobs don't look like they are all taking over 9000 damage per hit.
    (1)
    Last edited by MizoreShirayuki; 12-10-2012 at 02:50 AM.

  8. #28
    Player
    Joji's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    76
    Character
    Jojimbo Matsumoto
    World
    Masamune
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Bittereye View Post
    Wow; I cant believe ppl are still posting to this thread So yeah, it isn't "Ragdoll" physics like originally mentioned but the impact animation the larger enemies take look out of context. I still stand by this comment but it doesn't seem that SE will be doing anything about it at this stage.

    Amy, you're my hero!! You backed me up right after my post!
    Exactly right, ragdoll physics are something usually used in fps games when opposition or you dies. Hit animation is what we're talking about here. Also, it would be nice to see change to the stance of both monster and player as hp decrese below a certain % point too, like they are exhausted. It has been used in singleplayer FF games, and it would live up to the standard.
    (2)
    Last edited by Joji; 12-10-2012 at 03:24 AM.

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