That's the spirit! :D
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Not being able to do a mechanic correctly on your first few tries isn't Dawntrail catering to hardcore players, it's you trying the mechanic for the first time. If you don't run the content often, you won't learn. And to be honest, at LEVEL 100 you should've seen most of these mechanics a hundred times before facing it again in new content. If you run the content often and still can't do it, it's just a skill issue. Dungeons and trials that introduce never seen before mechanics are very very rare.
Dawntrail does not cater to hardcore players, it sets the difficulty at a level that is to be expected when you are LEVEL 100 (one hundred) playing a class with a full kit for rotation, mitigation or healing. Is the alliance raid slightly more challenging than say, NieR raids for example? Maybe. But there's nothing that makes it unclearable in PUG unless you are actively trying to grief the alliance. (Aglaia's last boss for instance). If the game's difficulty did not increase as you get more powerful, it would be bad game design. I'm sorry that you still need to have your hand held in a four-man dungeon at the height of 7.3, but it'll get easier as people buy Phoenix Downs, or get better gear. I think we often forget a huge part of what is difficult about the game is that new content is scaled slightly higher than the casual playerbase's stats. The newest alliance raid hits like a truck, is a pain to heal through especially when people die left and right, but in two months time it'll be a walk in the park.
The dungeons in Dawntrail are not much harder than Endwalker's, they are just a bit more fast paced, which can be an issue for some people, I can hear that. The game is terribly lacking in terms of accessbility, some mechanics are very hard to see (7.2 trial is a disaster both in Normal and EX mode), but it's hardly an issue in Normal content because at worst you wipe in a dungeon, at best there's either a class that can rez you or a healer LB3 when it gets tough. The game is not as punishing as some people are trying to make it seem.
There being an over abundance of high end content like forked and CODCAR has absolutely zero relation to their decision to ramp up casual content slightly which is about the only thing I’ll credit them for listening to from EW because that was EW’s most common battle content complaint; that it was way way too easy. EW was the “raider expansion”, DT is at least trying (though failing pretty badly) to provide content to every level of play though I’d still say forked is their only real misstep here and forked is still good content, it’s just horribly built around OC
If you stayed in EW as a casual but left in DT you didn’t leave for a lack of content directed at you because EW was insultingly bad for anything besides high end content
Jobs are being eaten away at both ends. Dungeon experience especially with the supports is being entirely driven by ultra casuals. The high end raiders don’t care if bloodwhetting hits once per enemy or per GCD, that’s being driven by the casual “being immortal is my job fantasy” and the “if I have to press a healing button I have a mental breakdown”. High end is mostly responsible for caster casting destruction and pursuit of balance over flavour, neither is victimless here
Truthfully I'm kind of relieved to hear that someone else struggled, as I too had a bad time last night with the new dungeon (poor healer had to scrape my DPS butt off the floor multiple times). How do you want me to react to the second boss' spiked balls dropping from the ceiling when I have no way of reliably knowing the AoE range of those the first time, and get punished as a result in a "Gotcha!" moment? Then there's the small safe zones that only seem to shrink every new content, and the game adding more moving bits and pieces to new fight. And the VFX. Always more, more.
I'm as casual as can be, but I'm bored and frustrated with this new style of battle content. With the Phoenix Down changes and their cheap prices, it's clear they're given the green light to make regular content harder since we "have no excuses". And with the new dungeon/trial, I dread getting into Roulettes at all as they left such a sour first impression.
With this patch, I'm starting to believe also that this game simply isn't for me anymore.
I don't think an easy mode is the solution you seek. What they should do is what they do in the Duty Support trials : have that stacked buff that lets you survive death twice before actually wiping. In dungeon with players difficulty is okay because even if you die, you can get a rez and things move forward. In Duty Support, the fight just wipes and it feels kinda bad and punishing for nothing.
As for mechanics there are 3-4 patterns to recognize where the safe spots are well telegraphed, so after a few trial and error even as an older gamer you should be able to go through it no problems ! But if anything, don't hesitate to make a PF and ask for help, usually people are receptive to that. Hopefully you can clear it, the trial is quite amazing.
If you want to deal with these mechanics, the solution is to always play it safe and assume the worst : for these spiked balls, yes you don't see the AoEs at first, but you can guess that it's going to be a round shape. So the reflex to have is to go next to the wall, away in between two of them, and then you'll see the actual AoE and learn where to position for the next one.
I know the philosophy of the game is ABC : Always Be Casting, but really if this type of mechanic makes you struggle (which is fair, not pointing fingers), disengaging and focusing on your movement is a good way to solve them without dying too much.
The wall isn’t a death wall. Why are you testing the range of the spiked balls dropping when you can simply just go to the furthest point away in a circular arena. If you are unsure of if it’s say a chariot or a dynamo then think to yourself “why would a falling ball be a dynamo”, in casual content the simplest visual read of a mechanic is overwhelmingly the correct one
Like “3 circles drop into a circular arena making the 3 triangular regions furthest away from the centre of the circles the safe spot” is a mechanic we’ve seen hundreds of times
Story content shouldn't be overtuned an difficult.
All people are different and have differing accessibility levels. I have a friend who plays for the story, but dungeon difficulty is going to chase them away, and at this point I can see why.
Would you look at that? Basically what I'm hearing is that slightly more engaging content you were struggling with made you seek out the community and good adventurers bonded together to help you get through the game? Isn't that what MMOs are supposed to be about? Working together to solve through it.
All content should be like this in MMOs. Ironically people are complaining about the genre of game they are playing.
This is a prime example of how constant calls for nerfing the game ruined it. People's first solution is to always complain and hope the developers lobotomize the game instead of socializing and working together.
Developers, please read this thread and take it as evidence for why not to nerf this game further
I'm pretty old and I'm not exactly a savage raider and I thought that boss was great. I'm glad they're trying out weird/different mechanics. It was all telegraphed really well.
Honestly I haven’t done Meso Terminal yet (ok maybe I forgot about the 7.2 trial lol), but whenever I see this topic I just think, ‘isn’t trust/npc runs already easy mode?’.
They're usually well-trained enough that you can easily follow / reflect what they to do to see mechanics resolved. Plus there’s weird stuff like their super condensed movesets having inflated potencies to try and make them a bit closer to what players can do.
I always use NPCs for the first run of a dungeon for that exact reason; if there is something I end up struggling with I can just keep running at it until it’s overcome.
Also as an extra tip, if you’re a Scholar you can just Protraction / Adloquium yourself and you’ll be able to tank most hits (outside of having a bunch of vuln ups etc). Maybe if you’re having too much trouble with a mechanic you could try and ‘find a way around it’ so to speak. Summoner’s Radiant Aegis has saved my life so many times on mechanics I just didn’t get lol. Save me, Carbuncle!
Alright, after a 4 month break I finished that dungeon with Duty Support cause I like running new dungeons that way for the first time.
And I gotta say that dungeon is neat, the second boss is something a bit different from the usual stuff. As you are responsible for your own boss to a certain extend.
Hard tho?
It's all telegraphed and things we have seen before except that you need to attack that structure. I died to that once cause of my positioning as it was covered by the boss.
So.... yeah.
Just another classic case of "you should know how to do this at this point".
I did not like that boss even doing it with NPCs. It's an awesome concept, but I agree the AoEs are far snappier than they usually are. I did do it as a healer since I wanted to tale Sphene and Krile, but everything in Meso Terminal hits like a bus and trying to keep NPCs alive while not dying was a lot. Necron having NPCs was a lifesaver.
The first boss was the one that pissed me off. The concept of a boss that purposely gives confusing and incorrect telegraphs is like my weakness. I'm going to have to run that thing many more times before I fully get it without just following the red catman or eating dirt.
Then Necron does it again and I just run in circles. Help.
But it didn't really bother me since this is the finale of DT. It's the final dungeon amd final boss and if they didn't test me a little bit I don't know if it'd be as fun.
Okay, but is this a video game or a visual novel? Final Fantasy games have always had enjoyable stories, but also difficult fights. Do people who agree with this poster think that FFIV was a failure as a story-driven game because Bahamut or Zeromus were hard fights?
Be more optimal
Trust me
i worked at Square Enix for 7 years
https://pbs.twimg.com/media/GxqCfu2a...png&name=small
No offense but this is purely an attitude problem, not an age problem. stop giving up. actually try to improve. pay attention to what happens around the screen.
I play with my friend who is a 60 year old lady from the UK and we got her through the MSQ. You just need friends. I can help you get to it, Materia could be a meeting place.
The truly difficult fights in most FF games are optional ones, not part of the core story progression. In FFIV, Bahamut would be precisely one such example. It's the FFXIV equivalent of the MSQ itself being "easy" while providing a variety of other optional content that increases in difficulty. (And there's a bit of irony in mentioning Zeromus, given how Square intentionally and significantly nerfed things in making the "EasyType" version of FFIV that was sold in America...)
It's one of those "things change over time" deals. MMO's are long past their "golden era". We are never going to see something like WoW having 12 million active subscribers again (heck, WoW needed to put out two "solid" expansions in a row just to reach ~2 million). The simple reality is that MMO's are no longer a "second life" for the majority of its playerbase. They're no longer new. They're no longer the most convenient space to interact with others through a device (Instagram, Snapchat, etc. all make those connections much easier today). And the playerbase itself on average is older, too. It's no longer primarily college kids and young adults able and eager to spend hours upon hours a day in an MMO. It's now mainly adults with families and full-time careers who pop on for maybe an hour a night and want to feel like they've accomplished something during that time.Quote:
All content should be like this in MMOs. Ironically people are complaining about the genre of game they are playing.
This is a prime example of how constant calls for nerfing the game ruined it. People's first solution is to always complain and hope the developers lobotomize the game instead of socializing and working together.
I fondly remember playing WoW in 2005 and shouting in XR to get a group together for Wailing Caverns, walking over to the dungeon, and then spending potentially up to 2 hours completing it. I also can't even imagine wanting to do that today. The game isn't being "ruined" for the majority of its playerbase by making things easier. It's adapting to that playerbase, and leaving behind those who are, sadly, stuck in a past world that largely no longer exists.
That feeling you get behind your eyes when you read from other players that the content has gone stagnant, and yet, when new mechanics are introduced, you get people complaining about how hard it is.
I've done the fight with trusts and an active party and had no issues OTKOing my boss. Also, what does "being an older game" have to do with what you're describing?
It's new content - not everyone gets it the first time. Hope you eventually pass it, but one take is unrelated to the other.
I feel like this is the bare minimum these days. But people will find anything/everything to complain about. I'm surprised no one has mentioned or griped that there wasn't a single female boss on that fight.
I agree with this 100% I could not have said it better myself.
The second boss's bosses for healer and DPS hit like wet noodles, and even the tank one not too bad for a tank. The avoidable mechanics, on the other hand, generally hit hard enough to kill in 2, 3 if you're lucky, and stack vulns to make sure you're dead if you can't stop standing in the bad stuff. It's a fairly lenient pass/fail mechanic check, so shields and such are largely useless for the fight. The fight is almost entirely an awareness check.
The mechanics are no faster than any other boss fight. It's just Bardam's Mettle except you can hit the boss while doing it
thank you for posting this thread, op. i'd just logged out after dying one too many times to the second boss and came here to see if anyone else shared my thoughts. i'm increasingly frustrated with the calls to "just get good at the game" when that fundamentally isn't the issue - some of us have visual and motor disabilities that make recent content extremely frustrating complete, and devs don't seem to care. this isn't a matter of a fight just being challenging - we're all playing a video game, of course we expect a challenge - it's a matter of "these mechanics are prohibitively difficult for story content aimed at all players, especially if you have any issues with reflexes, eye strain, colorblindness, etc."
i know some players enjoy the challenge of difficult content, but when you literally can't progress in the story without completing content that's very punishing if you're even a millisecond too slow...it's hard to find the fun in that. no one wants to be the guy dying over and over again when playing with other people (it's frankly embarrassing even when you have a nice group), and the trust system forces you back to the start of the fight every time you die.
we're in a very rough period in the game for anyone who primarily plays for story. with how weak the writing has been since the endwalker patches imo, and with how battle content requires motor skills and reflexes that many of us straight up don't have, it feels like there isn't really much here for us right now.
To be fair, you can just level grind in most other Final Fantasy titles. Boss too hard? I'll just come back with 5 more levels and the best armor I can buy and overpower it. That's the most basic strategy in turn-based RPGs.
I'm in some of the best armor, melded, and at level cap, but I'm still eating dirt because that's just how Dawntrail is. It's well beyond just expecting healers to adjust since they're burning up their stuff from the insane raid-wides.
But healers are actually using more than just their attacks right? Right?
The healer argument around the power of raidwides in casual content is one of the few truly problematic problems with casual balance of the internal healer balance because these raidwides ars a complete joke on the shield healers but can be annoying on the regen healers because you simply can’t mitigate them as effectively as the shields can
People in this game are trained to think the shields are harder for some reason but they are just genuinly better for literally every piece of content if you want to run a healer
I can understand that some people have slow reflexes and bad vision, but the complaints about the attack telegraphs being too slow... Please, please tell me, that at level 100 in patch 7.3, you have figured out that there's more to telegraphing than the orange glow on the ground?
Xeno said to get good
Why do we make lifts and ramps right? Just find someone to drag their bodies up the stairs, that's what society is about. Personally I enjoy climbing up a burning rope with my cheeks thanks.
I mean it's just lifting one foot and then the other. Do they even really try?
FF14 will need to add a difficulty option for players who want to experience FF14 for mainly story and easier gameplay. It's going to be the only way to reconcile the gap between players with disabilities / handicaps and those with no such problems. Something similar may need to happen to combat jobs one day (assuming FF14 ever makes the jobs more interesting/unique than the current cookie cutter).
SE probably understood this would be a problem (to some extent) hence the slow expansion of Duty Trusts going from EW into DT, but I think they miscalculated the needs of the target audience.
Hopefully SE can rectify (not holding my breath) this fundamental issue during 8.0's lifecycle. FF14 exists in an unsustainable position where current content is both not engaging enough for one population of players and too engaging for another population of players.
From experience with a thread back around DT's launch, some players have not learned that there's more to tells then the orange juice puddles. When I see "reflexes" brought up I'm (in general) suspicious that the player in question is only reacting to attack markers meant to show your mistake (which you are not meant to react to).
They already have two tiers of content; the “extra help for people who need it” is “play a tank with duty support”
If you cannot clear a dungeon with the modern tanks on duty support where the NPC’s move for you then you are honestly reaching a point where balancing anything around you is relatively untenable
I think in general the main crux of dungeon difficulty tuning is execution. They dialed that up this expansion in just about every dungeon and fight, though with some jobs easier to play than others, it can differ depending on how hard it is to play said job. Executing mechanics has been a staple for a while for XIV, but it’s a crutch they need to take a different look at if everyone is struggling with the 2nd Boss.
Having individual mechanic work isn’t anything new, but the way they expect you to execute it in rapid succession can be overwhelming for some. One argument from experienced players and raiders is that dungeons are just mechanics ‘sped up’, and some of that is true in fight design. In general though I can see how it’s frustrating to black out and reset every time you(the WoL) die - because the Warrior of Light never dies.
Not in a single instance have we had that, and even then we came awful close multiple times across XIV’s lifespan so far. It’s more as if the devs know that if the WoL is beaten or dies, the world ends - which is typically how these MMOs are with their hero. I’m honestly feeling we do need to be taken down a peg though in terms of power, even to just allow Trusts to be able to raise us, or simply have the stacks they give you for fights like Hydaelyn so you aren’t thoroughly destroyed every time you eat dirt, only when using Trusts though.
Thats a gear issue. All non extreme or higher fights are designed to not demand any shields to be beatable. If it insta kills you, that means you have outdated gear. MSQ gear is on that by default outdated as tomestone gear is always ahead, which might on that be bad design. But even then, the minimum ilvl requirement does make it so you are always able to beat it.
Maybe when you're doing dungeons with trusts, you can get that "Willful" buff that you get in trials that's essentially a self-raise.
Like fine, whatever helps people get through story stuff, but I support the "increase" in difficulty we've gotten this expansion.