BrokenFox wrote:
Instead of "I'd love to tackle that boss fight!" it's "Nah not in the mood to join a dance recital."
Look at some of these boss guides. That isn't game difficulty that's homework.
Yeah, and that's only like that because of the HEAVY scripted gameplay design of this game.
Karlina wrote:
It's not like FFXI's endgame had so much real challenge. Mostly it was about having enough people and knowing what order to kill stuff in. Most fights had few or no mechanics beyond "stun and/or kite the 2hr." While I agree that some FFXIV bosses are just mechanics overload, at least the fights are more engaging than most FFXI's bosses.
Actually, it didn't come down to only "just stun or kite" especially in the later years because XI's AI design was far more randomized where you only know for sure if/when an NM or monster will use a certain skill at 50% or so but in between it can be damn near anything. For example Byakko could choose to roar you into submission while spamming Holy/Banishga III in between said roars and claw cyclones. But you know at 75-50% he'll use Perfect Dodge..that's the only guarantee, same with Dynamis Lord you want to stun his chainspell, but that's not the only thing that would allow you to win even if you "threw bodies at it" you were just tossing people to their deaths without some form of coordination..
A lot of Kited fights were one strategy in a multi strategy game. XIV has no strategies. It has ONE way to do everything. Kiting was popular because it let you get risk free damage (and quite frankly, early on in XI 1/2 hand melee was tough to maximize) since you also didn't want to constantly have 6-18 people taking tons of damage, but once you had tanks who were able to take a proper hit, you didn't use a kite strategy unless they have insane attacks.
In comparison of battle systems, XI's "engaging fights" were always in specific content rather than the open world spawns (like say ground kings versus doing Nyzul/Salvage.)
Edited, Mar 23rd 2016 2:17pm by Theonehio