Here's the conclusion I can come to after reading most of these posts:
Titan Ex should have been gated much more heavily than it was. In fact, all of the extremes probably should have. They are not meant for the 'casual' playerbase, no matter how you look at it.
Titan Ex should have been the final primal in the set of three like he was in the hard mode versions. They only did this to change it up...but it back fired on them.
These fights are
extremely unforgiving. If you haven't done your research, if you haven't come prepared, and if you cannot see 4 steps ahead of you, these aren't the fights for you.
Dodging is very much a skill but I think some of you fail to realize why it is such. This game rewards you for preparation and foresight, for raid awareness, and accountability for your own actions (namely, rotations and job-specific roles). You may think that the ability to dodge is pretty simple to master...but how are you with multitasking? I'm guessing many aren't very good at it. When you have to be fully aware of what is going on, know what is coming well in advance, and have to perform your rotation flawlessly, it seems dodging is not such a simple skill after all.
Heck, turn 9 is a great example. Dodging was our group's biggest problem yet we knew what was coming (because I was calling it) and all knew our jobs fairly well. So why is that? Well, let's examine the fight. There's a video below the explanation if this doesn't make sense.
There are split second decisions you need to make in turn 9 that have nothing to do with knowing something is coming up or not. The tethered target is randomly selected. The thunderstruck target is randomly selected. The thermionic target is randomly selected. Each divebomb target is randomly selected. So on and so forth. Have no idea what I'm talking about? Well, if you really care, you can view our third downing of T9 when I was on my i91 bard. If you think skill doesn't matter at all when you have such a huge gear deficit compared to the rest of your group, you are very much mistaken. As you can see, I do not die at all despite having the 2nd lowest HP, lowest MDEF, and lowest DEF. DEF and MDEF on armor matters on quite a few mechanics in this fight: anyone who has been double meteor streamed can tell you this. Despite this, I don't die and do most of the raid calling. I actually did drop to 89 HP on Mega Flare, though. :)
https://www.youtube.com/watch?v=ckvMPBy4QZQ As you can see, this is pretty much Queen from Tera when it comes to being responsible for your own debuffs. Two double fires and you're dead. Two double ices and you're dead. If you drop a thunder on the group, they will (likely) die and cause a paralysis that cannot be leeched or esuna'd. All these debuffs require you to make split section decisions within seconds of getting them. For instance, if you get thunderstruck, you have about 4~5 seconds to move away from the group until it detonates. This is the definition of reaction that some of you complain is lacking in this game.
As you can see: the tank uses alarms and notifications. This is standard fare in any MMO with this type of raiding environment: especially in WoW. DBM (if you aren't familiar with it..go look it up) pretty much does what notifications do. If you don't think this is fun, again: endgame content isn't for you.
Viertel wrote:
Catwho wrote:
Now that I'm doing the dungeons again as a DPS, I'm noticing how some of the mechanics are used as training modes for other dungeons and for the boss fights. Like you get a preview of the Demon Wall dance when you fight Isgebind in Stone Vigil.
It's not even that. Some of the bosses are literal pre-cursors to endgame fights.
Stone Vigil's second boss is a mini-Twintania. She does a Poison Swipe (Death Sentence), flops onto the tank (Plummet), and throws out a literal twister (just not insta-kill). It isn't the entire fight, but the mechanics and Twintania is merely a souped up model. Sadly, it never really dawned on me until I did a duty roulette as a SCH and could actually just look at the fight objectively.
I'm sure there are others, but that's the most prominent one off the top of my head.
I'd just like to +1 this. Almost every fight and every dungeon I can think of trains you for everything in a dungeon, the 1st, or the 2nd coil. Here are some I came across today:
The Lost City of Amdapor's first boss has a mechanic that tethers a target and draws you in. Did you know that you can control which direction you are ejected from the boss? Well, this is very important for Turn 6's boss: Raflesia. She has a similar mechanic. However, she cleaves right after spitting you out unlike the first boss of TLCoA.
Aurum Vale is a good example of boss building. The final fight is a nice combination of what you have learned throughout the dungeon. Worth mentioning: the 2nd boss will train you for the Halatali HM's boss that uses an eye of the beholder type attack.
There are various hints about Turn 6 trash in The Lost City as well regarding the mold colonies. Don't kill them in time? More molds spawn. In T6, it causes a pretty big explosion. Twintania's twisters are the reverse of Raflesia's blighted bouquet.
Soaking mechanics for the laser in turn 6 are imperative for turn 9 thermionic (aka: the more bodies, the less damage you take). The same is true for gaseous bomb (turn 8). More bodies = less damage taken.
Allagan field (turn 8) = accountability for your own debuffs which trains you for the last phase of turn 9.
Turn 7 trash has a chimera mob in it as well as a snake similar to the first coil's turn 1 boss.
You are trained for Lunar Dynamo (Turn 9) from Diabolos' attack in Lost City called Ultimate Terror which has the same doughnut shape and properties.
I could probably think of more if I were to examine every encounter and every trash pull more closely..but the point is: this 'training' element already does exist in the game as previously mentioned. This is especially true for the primals since you have a story version, hard mode version, and extreme version with pretty similar mechanics.
I don't need a VPN to kill Titan, Twin, or even Turn 9. It helps but it isn't necessary. The fact that you are having trouble with these fights
7 months after they have been released/on farm and have received nerfs (via fight mechanic changes/echo buff) probably paints a better picture than any.
You can argue about game design philosophy all you like I suppose. So what if they make Titan Ex and Twintania easier than they already have? The next thing you will be complaining about is Turn 7. OK so they nerf Turn 7. Then you'll complain about 9.
Please just learn to accept your limitations instead of the entitled behavior displayed. It took me around 25 hours to learn and down T9. Twintania took around 20 hours 6 months ago. Titan Ex took around 5 hours.
If you can't put in the time and lack the skill involved to do these encounters, just come to terms with it. Stop acting childish. It's @#%^ing frustrating to see some of you back pedal when your level of skill is brought into question. I suppose you think that you should be able to play Rach's 3rd piano concerto after just a year of piano as well. The real world doesn't work this way: why do you think a game (built by people who exist in the real world) would be any different?
Edited, May 30th 2014 2:15pm by HitomeOfBismarck