Quote Originally Posted by Kiara View Post
Hi Kenshiro,

Initially it feels like it maybe "casualizing" the fight as you say, but as Arcell mentions above, remember the outcry over the Enmity / Aggro Indicator when they first talked about? People were decrying that it'd ruin the game.

Instead the Enmity Indicator has been really helpful and useful and allows players to gauge how to manage their attacks and how far they can "ride Red Enmity" without ever going over into Flashing Red Enmity, etc.

While I personally don't need to have this new AOE Range Indicator, I think it would be helpful, as sadly, Square's Battle Team have already implemented some Boss Attack Moves that just *don't* read very well at all. Some examples:

  • Garuda - Mistral Shriek: Why do so many people want to skip Phase 2 of Garuda? Mistral Shriek and Song are 2 key reasons. There have been times that I could've sworn I was far enough away on the opposite end of the Arena when Garuda did Mistral Shriek, only to be hit still. The Visual FX, Animations, Environment all *failed* to indicate properly how far away to be. Of course you can just try to "hug the oppposite wall" to be totally sure.
  • Nael Deus Darnus (Rivenroad Hard) - Iron Chariot + Lunar Dynamo: I'm still baffled that the Battle Team actually put in these 2 AOE Attacks and expected players to be able to accurately "guess" the perfect distance to be far enough away from Iron Chariot, but not too far away to be hit by Lunar Dynamo (you have a, what?, 1.5 yalm "gap" to stand to not be hit by either). Of course people with a 3rd Party App can read the distance, but without it? It's all eyeballing. Again, here, the VFX and Animations fail to teach the Player how to counteract this.
So in 2.0, having an AOE Indicator might actually be helpful and useful. Players will still have to decide what to do with the information and react to it.


Currently, an average player fighting Van Darnus Hard and figuring out Iron Chariot and Lunar Dynamo ranges without any help is an exercise in frustration.


Thanks.
While I agree with you, I still think it would be better if some game mechanics or boss behavior could help the players understand the fight and perform it correctly. Each boss should have it's tricks and that would be fun to learn, but this will give the design team also a harder time designing the new encounters, as they should include all the mechanics needed for the players to see, adding aggro or AoE indicators may help the players, but it help more the developers giving them something less to worry about while designing a boss, and this is a double edged sword, as it may deliver for more complex and fun fights, or just make everything easier.

I will judge when I see it in action and when I experience it in-game though, just haring my thoughts on the matter.