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Remember When ARR Would Fail...Follow

#102 Jun 08 2015 at 4:27 PM Rating: Good
A minute to learn, a lifetime few weeks to master?
#103 Jun 08 2015 at 4:37 PM Rating: Good
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Hard is a Megaman fight where the enemy is "Spikeman" Enemy follows a pattern that you can discern, but mess up once and you're dead and have to try again. There are also multiple phases to the fight.


I could never figure out why Dr. Wily never got around to Invincible Spike-shooting Man. It seems like such an obvious thing to do once he sees how effective pointy objects are against Mega Man.

Anyway...

Quote:
Sure, it's still your same old pattern based combat like Megaman, but how it's treated is an entire world of difference. By no means is it 'easy'. It's pattern based is all. Once you know the pattern, it's a matter of executing it properly. Which makes it easy to learn, especially if you watch videos before hand, but much, much harder to execute.


Definitely agree here. I cleared T11 for the first time a couple days ago. Last night I farmed it. After three or four fights, I just turned my brain off and went on autopilot. There was nothing the fight was going to show me, at that point, that I hadn't dealt with a dozen or more times already.

But difficulty in raiding isn't about farm content, it's about progression content. How difficult was it to clear T11 the first time when there was no guide to follow, when there were no other people to help you learn the strategy? I'd imagine quite difficult. There's a reason progression involves a lot of wipes and it isn't because progression raiders are awful.
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#104 Jun 09 2015 at 2:50 AM Rating: Decent
Thayos wrote:
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It's not even the elite that says it's too easy, pretty universally people find this game easy..


This would be true if you said, "pretty universally, people find most of this game easy." Because the majority of people do not believe coil is easy... at least not until you've beaten it enough times to be fully comfortable with the song & dance routine.

Gamers seem to have a hard time with finding words other than "easy" or "hard." It's like how gear is either "brand new" or "obsolete." Or in FFXI, when gear was either "HQ" or "NQ."

Perhaps when the level cap goes up -- and if coil fights aren't synched -- THEN they'll become truly easy. But they're still hard enough that most people can't complete it without help from others who know the fight inside and out.


Totally agree, it's either easy or hard and both tend to be complained about as well.

For Coil, I found the likes of T1 far harder than T2-3 put together as a healer. For DPS it was all incredibly simple (for me).

Currently still working on T9 which has required more time than any other Coil I've ever done. Does it feel Hard? Yes. Is that a bad thing? No. That's what it's all about.

As you said, Majority of people don't find Coil easy and the majority people are not at the stage where they can heavily farm from it without problems. T9 being another example I'm at the stage where I understand the entire thing it's just putting in together now and everyone else in the group understanding it.
#105 Jun 09 2015 at 7:59 AM Rating: Good
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The thing about Coil is memorization is still a skill and to some it is not easy. Dodging is a skill too sometimes if it is random otherwise it is more memorization like it is in the primal fights. Lag in this game can kill dodging for some. For Tes and I it is up and down, Sometimes we are completely lag free and other times the game is unplayable even for crafting.

Tesee is real good at this stuff as long as our lag is in check.. She can learn a scripted fight like nothing and she is good at instructions. Basically she is like tell me what to do and I will do it. These kinds of fight are good for her.

For me I like to use other gaming skills and I like to figure stuff out and react to a fight as it changes. I hate memorization and I hate things being the same every time I do a fight, it bores me.
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#106 Jun 09 2015 at 8:45 AM Rating: Excellent
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Nashred wrote:

For me I like to use other gaming skills and I like to figure stuff out and react to a fight as it changes. I hate memorization and I hate things being the same every time I do a fight, it bores me.


On t12 the other night, was pulling the 4th bennu when the warrior didn't mitigate for revelation and died. Phoenix beelined to me. Popped a clutch hallowed, bennu died, dragged phoenix all the way back to the normal spot, proceeded to tank until the jump.

Or when the off tank grabs the brand before flames is cast, and you pop hallowed to keep from dying.

Or even accidentally stepping in bluefire while pulling a bennu, then kiting the bennu temporarily to grab the redfire.

Stuff like that, where you know the battle from all angles so you can prevent wipes.

T10, I always mark myself as the 3 guy, the clutch that reads if 1 or 2 have tether or charge, and if they so I stack tether. If not I stack charge (if I'm not targeted myself). Why? I don't trust anyone else to do it.

Edited, Jun 9th 2015 9:45am by Valkayree
#107 Jun 09 2015 at 11:50 AM Rating: Excellent
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I can follow patterns quite easily. But I'm beginning to notice now that my twitch reaction skills are declining from when I was at my best which was late teens early twenties. It's not much, but it's frustrating for me when I do something, recognize that I literally can't react fast enough to get out of it, and die.

That's the one saving grace about the patterns of these fights, at the very least anticipation helps solve some reactionary problems people may have. But I would like to see more of a mix of reaction and anticipation than what we currently have now. It seems the Job Mechanics are more that way than the fight mechanics though.
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