Holy crap, awesome news
Wonder how this'll affect Bard and landing different songs on different party members, though.Still, awesome news!
Holy crap, awesome news
Wonder how this'll affect Bard and landing different songs on different party members, though.Still, awesome news!
7UP!


Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.
Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).
Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.
Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.
In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.
Suirieko Mizukoshi ofExcaliburLamia



Cracks under your feet is an indicator, yet people still die from eruptions.Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.
Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).
Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.
Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.
In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.
Indeed, the cracks are an indicator specific to the boss, but that's not for every attack. Garuda has no AoE indication on range of attacks, just that hiding behind a rock will protect you. Moogles have zero range indication. Buffalos have zero range indication and so on. You'd logically think standing under a big ass foot is a bad idea, but a lot of MMO gamers need a marker to know that xD.
This is more of a "Every attack that is AoE will be clearly marked" type of deal, rather than certain attacks that are hazards are marked. Eruption and Plumes are just arena hazards, Ifrit's swinging can hit multiple people so that's technically something that will get an AoE marker lol. So changing the flow of battle really depends on how far they take it and what they consider to be an AoE attack worthy of displaying the range or not.


Ifrit isn't even what I had in mind at all, and of course there's endless excuses about Ifrit and Eruptions anyway (IE Server lags) issues that should be solved, we'll see how many new excuses in 2.0.
Suirieko Mizukoshi ofExcaliburLamia


Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.
Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).
Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.
Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.
In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.![]()



Guess work isn't skill or challenge, it's guessing. The display of information means nothing if the player doesn't know what to do with it or isn't skilled enough to act on it. Information is just that, nothing more. It's not dodging attacks for you, it's just telling you whether or not you're in range. Being spoonfed information doesn't make you a better player and by the same token it doesn't make you a worse player. Just like the aggro indicator it means absolutely nothing if you don't know how to use that information.Honestly, I'd rather them show the distance indicator than the AoE attack range indicator. This is making the game a little too easy, but to each their own.
Oh, and before some of you even begin to tout "They'll make it so you can turn it off." that means nothing. If it's there, may as well have it on. this is the same case with aggressive mobs indicator, a lot of people were upset about it because they feel it makes the game easier and ruins exploration (which is true, it eliminates the fun out of exploring, by making things less unknown).
Being spoon fed displays isn't what makes a player a better player, but actually learning from the mistakes and problems from the previous fights and applying it to the next fight is what makes the players stronger. I can agree that it can be tricky to judge the distance from the mobs (case in point, coincounter in Aurum Vale), but that can be easily combated with a distance indicator, rather than displaying the AoE attack range.
Secondly, I personally always like the challenge and the guess work of judging what the attack range of each bosses will be. Does giving us the ability to toggle this display changes that? No. I'm going to have to play it on because people I'm going to play with will expect me to have it on.
In the long run, this is good news for those who don't play as much or as well as others do, and makes it less likely for parties to fail due to players not able to judge distance, so I guess I'm indifference about it.
A visual display isn't better or worse than a range number skill wise. It's just different ways of displaying information for the same reason.
In fact for something like the Nael Darnus hard mode fight, a visual indicator of his AoEs would do you little good as they go off too fast for you to react. The range number add-on that some used was the only way to make sure you were always at the appropriate range, no matter what the attack was. Some would say it requires less skill as you don't even have to react to it.



Could be fun, could be pointless.
My only concern is that they don't supplant graphic indicators with simple symbols for each one. I happened to like the visual queues for both the cracks and the tornadoes for their respective primal. I don't want that to be replaced by tiny red circle outlines.
As far as its impact on the game's playstyle. Seeming the game is faster paced in the future, I'm ok with this.
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Still, awesome news!

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