The sly cania's have a wind up attack now and when they do it I don't think the wind up is long enough because in some situations there is no way for me to prevent it and it will kill me everytime I don't.
See below:
https://imgur.com/Lj0wZEf
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I think "RNG instakill" is a bad mechanic for something as commonplace as bashing. I just don't find that kind of situation fun at all to play against. I attack, see the windup, and know I'm just dead because of bad luck and no amount of skill at the game can save me. I don't think that makes for very good gameplay, and my solution would just be to never fight against those mobs. I am guessing (though I might be wrong) that's not what the developers intended.
Setting up a trigger to respond to a specific action is kind of what this type of game is based on anyway.
@ekary lowering damage is a potential solution, but then there is very little difference to giving the mob a windup or just having every fourth attack do double damage. The whole point of the windup, to me, is that you can interact with it and stop it. Otherwise it might as well just be an RNG crit.
@EMDA that's a possible solution I hadn't considered at all, so thanks for bringing that up. I don't think it would feel too rewarding because of things like @Maruna 's ff14 example, but maybe it's not too different from an auto-interrupt trigger anyway. I do think that could be an acceptable system for a mob that is meant to be hunted in groups, though you'd have to make sure experience distribution is equal otherwise Ms. Interrupt Duty gets shafted due to lower damage contribution. I don't like it much (the whole only-attack-after-them), but it is certainly an alternative worth mentioning.
That all brings up a good point though. Are these kind of windup attacks worth having? I like having to set up triggers to deal with unique features of different mobs, even if they are a "set up once and forget about it" thing. Do you think the "attack after they do" setup instead is more fun? Once it's been set up, it requires just as little interaction from you as anything else, so it's not like the gameplay is affected much in the end. Something about the lost efficiency just rubs me the wrong way.
Making players have to learn how to counter it and get to the point of doing that effectively is the point of having the attacks.
I am pretty sure every single person playing the game can make a simple trigger that would interrupt every wind up.
I find it odd that anyone would argue the side of this that you are arguing @ekary
I would be fine with the mechanic just being taken out, I'm not necessarily saying kill people. I just don't think it is a good idea to have a mechanic that is completely negated by a single trigger.
For me, the biggest thing I would like to see is areas where stacked mobs don't all target the same thing (health/systems/afflictions) -- i.e., one mob is hitting you with subsystem or afflictions and the other is going after health. This would avoid some of the instakill issues that I face anytime after about level 50 that two aggressive mobs end up in the same place. The bots in Prugita hit for 1750+ damage sometimes without a wind-up and a stim is only 1060 health, so there is nothing to do but try and crash, fly, or just accept a death if you end up making a mistake. This also makes anything with roving aggressive monsters in packs almost unplayable at higher levels without a large group.