I think this might resolved by asking for a "Hall of the Experienced" or something to practice the trickier mechanics and timing requirements of high tier content.
I think this might resolved by asking for a "Hall of the Experienced" or something to practice the trickier mechanics and timing requirements of high tier content.
It's not just that though. The actual specific mechanics themselves can need practice. And people will join parties that they aren't up to prog point for on a regular basis, and waste everyone's time. None of that would need to happen if the game supported raid sims itself, and it is again worth pointing out that raid sims exist but only some players use them.
You know, I think that’s a great idea. I have been interested in learning to do high end content, but I haven’t wanted to just dive into Party Finder (I have heard so many horror stories about PF) or find a static (high end players often rub me the wrong way). Any additional teaching resources that don’t involve other players would be welcome.
It's funny to image a game where everybody practices on a solo instance/sim until they're ready to clear, and then what happens in actual PF is just clear and farm parties.
Until someone lies on their prog anyway because they cleared once but are hella inconsistent and people scream at inconsistent players instead of prog liars this time.
I actually do recommend Hall of the Novice. Yes, I mean this for High-End training. Here's why.
They upgraded it to not just teach you role basics, but to also include 3 sets of Tactical Training. The new tactical training teaches a lot of basic mechanics that form the backbone of mechanics in FFXIV. While the indicators are removed in most Savage fights, the mechanics are still a fundamental part of the content.
Alternatively or in addition, you can click "Combat Guide" to see a glossary of battle mechanics; in particular: AoE markers, Cast Bars, Enmity/Stance, Status Effects, Attack Markers, AoE markers, Stack Markers, Types of Tankbuster markers, Homing AoEs (that follow you around), Knockback Indicators, Flare Markers, Types of Towers, Types of Tethers, Intercept tethers, Gazes, Limit cut markers (number of orbs), Enumeration (circles with orb number indicating how many stand in it), Acceleration Bomb (countdown markers).
Some were missed such as magnets, and a lot of those can be found here: https://imgur.com/a/c9oxF1d
The point is though, the mechanics you see in here and are taught in here are used in Savage all of the time. It's not as if Savage is somehow faster, by the way, because there is always 3 seconds between each mechanic going off and sometimes the timeframe is that short in normal content as well. The difference is mainly that Savage will combine multiple mechanics together to create smaller safespots, but you get used to what those safespots are pretty quick.
For example, if a normal mode has a + AoE, a Savage version might combine it with a / AoE, leaving only 2 opposing corners of the arena safe, and have a stack on each healer (so half the party must be in each corner). They simply trivialized it in the story version.
You can watch guides. A lot of people use https://www.youtube.com/@HectorHectorson/videos
You can watch PoV (point of view) videos. For example, search YouTube for "M9S clear RPR PoV"
Overall, there is no harm in just joining a [Practice] party under the High-End category, provided it says "fresh". I'd avoid joining if it says anything else unless you're consistent up to where it says. They are chill and all are in the same boat - they just plan to die repeatedly to the first mechanics. If they want you to have watched a guide like "hector" they will say in the description. If they don't mention a youtuber in the description then they probably don't care.
The most useful things for raiding are really:Extreme trials are the most trivial, so you could try those. Why not join a fresh prog for Doomtrain Extreme and see? You can also try entering old Extreme and Savage content unsynced on your own and get a sense of what they are like solo. The level 60 and 70 ones won't even hurt.
- /hudlayout and move the target/cast bar to near your hotbar, so you can see what the boss is casting.
- Move Status Effects from the top, all the way to the bottom near your hotbar or HP. I suggest editing its settings and making it "Left Justified I" so debuffs appear first (then you know if something is going wrong in the fight).
- Move mini-map to the bottom-right. It's useful occasionally. Click the cogwheel to lock it so North is always at the top - it helps you find True North quickly.
- /characterconfig > Control Settings > General and set it to Legacy Type. Uncheck auto-fly/auto-dive.
- /characterconfig > Display Name Settings > General > check Apply colors according to role.
- /bfx party simple
- Be aware that attacks "snapshot" on cast bar completion. If you are standing in a danger zone when the cast bar completes, you get hit, even though the game takes ages to reflect that (it's why you can die after you avoided an AoE; you were in it at cast completion). If an orange AoE disappears, the moment of disappearance is the snapshot. If an animation begins, that is the snapshot, because snapshots occur prior to animation in most cases.
Sure, specific mechanics need practice.
But I find it more useful to teach people more generally applicable knowledge first. Common mechanics like exaflares, proteans, chariot and dynamo, how to recognize those patterns even if they look different and deal with them, then having them apply this to new mechanics, increasing the speed to savage levels and finally removing the markers.
Because that knowledge is future proof, it means that they can now analyze new mechanics and solve them on their own.
If you just teach them for example how to do Light Rampant, High Concept or Idyllic Dream then they will only know how to do that specific mechanic.
I understand the mentality of not wanting to force yourself into things that arent for everyone and you should keep doing that! But there is a real issue in play here where even long time raiders are feeling too anxious of the tier being left behind because if they dont clear it early they wont be able to do it later so its just an issue in general to be adressed not just something to be ok with.
"What? You can't memorize in your head 1000 patterns per fight?"
yes please
I hate PF so much
personally I don't want them spending another cent on solo.
It shouldn't have been a problem, because they should have said "with all this extra money we are getting from solo players, we will already be able to get cheap mileage out of the fact that they are watching the same MSQ as our MMO players. But lets not be greedy, we will ring fence mmo descisions from solo game descisions, by making them only after the MMO is set in stone." Instead they went through past dungeons gutting them for an easy life, and gutting the prospects of future dungeons.
I wouldn't play savage trust. Even now I never touch dungeon trust. Think I've entered it literally twice. I play a dedicated=deeper game when I want a solo game. Just me though.
- No. They need to design one instance for everyone.
- No more normal vs savage.
- Difficulty is just an escalation of stats. How hard things hit. How much HP dps checks have. How fast they happen. That is 100% of it.
- You get a different recolourig of mount if you hit the higher ratings.
- if you don't get your 8 man body checks, and your tracking 2 sets of buffs for 3 roles two mechanics ahead, then so be it.
- If the end result of that isn't challenging enough, then through left door you have ultimate, and through the right door you have "play other games"
- I'll allow one new mechanic per difficulty level. Not two. One. Not a subtle reworking of every mechanic to the point where hardest difficulty is again unrecognisable from the esiest, and now you have yet more tedious YouTube guides and in game arguments about who's left or who's north the strategy 'never actually said'.
- Speed, and stats. Those are your tools to work with.
- and yes, you are required to work your way through the difficulty levels.
- and there will be no skippable mechanics until highest difficulty. (Why they continue to allow that it's astonishing. It adds so much toxicity and utterly desicates the replayability and shelf life of content. If you want people to not have to do some mechanics just don't put them in in the first place.)
Its the end of era. Happens. (Apparently)