Just because you died once on a boss, doesn't mean the content is "too hard". Learn why you died and try again.
Just because you died once on a boss, doesn't mean the content is "too hard". Learn why you died and try again.
But there ARE gaps in the second boss' red AOEs. They're there, and they're not large, but they're there. Heck, the third boss' Prance attack is far easier to screw up, at least for me.
The most raidlike mechanic in the dungeon is the third boss's prance mechanic, because it starts happening as soon as gnashing fang comes up for me.
Peacekeeper's aoes does seem a bit much. You get hit with missiles right after the aoe spam so if you get hit by an aoe, you're pretty much dead from the missiles. It's really unforgiving for a story dungeon. The other bosses in the dungeon aren't as unforgiving. Peacekeeper really is good at wiping out humanity, eh. You won't see full party wipes to it but it's really good at killing off people for making one mistake.
This seems to be a trend for quite a number of EW leveling dungeons.
- Minduruva at Zot.
Misread one of her Alchemy attacks? The next AoE will probably kill you because you'll be out of reach from the safespot and/or your healer isn't vigilant enough to heal you that split second.- Magus Sisters at Zot.
Delta attack, lightning variant. And when Sanduruva is targeting random members with their quickcast line AoE. Get hit by this? Cinduruva will make a quick work of you with the upcoming raidwide Samsara within next 3-5s. If that's not enough, Minduruva will spice things up with those nasty targeted DoTs.- Lugae at Babil.
Their raidwide coloring obscures the targeted laser beam AoE which usually follows up after.- All bosses in Vanaspati.
First boss. Misidentify the safespots? Those double vuln stack will hurt or worse, kill you off.
Elephant head boss. Knocked back into a bubble far away from your melees? Pray that they won't target you with that stack up marker or generic DF pugs won't reach you in time (or usually: reluctant to)
Flying worm boss. Mess up the knockback or color? The comet will probably make a short work of you.- Yeti at Ktisis.
Trying to adjust to the stack up marker? Get hit by the icicle and you will probably murder yourself, or whoever got marked cause missing player. Thankfully this one only needs 2 players.- Hermes at Ktisis.
First few knockbacks? Just a nasty DoT to keep the healers awake. Second half of the boss fight? Get hit by one and you'll probably get hit by the follow ups, which usually scores a kill or leave you just enough to get killed by 1 DoT tick.- Livia at Aitiascope.
Look, Innocence's blades. The second time this happens usually occurs together with the 'hourglass' cleaves. Forgot that the blade rushes back in the 2nd time? Pray you're standing on the safe zone or you're dead, too.
Otherwise, when done correctly they are a snoozefest.
FWIW, Prance is possible -- if annoying -- to do even without seeing the markings. You can just watch where Ra-La starts from; if he jumps to a spot 90 degrees clockwise of the start, the safe one to stand in is 90 degrees counter-clockwise of the start. Then as soon as the first one goes 'poof' (which I think is almost immediately upon his third jump ending, i.e. when he lands in the fourth spot), you just rotate back to where Ra-La started. It's a little finicky on the timing, but entirely doable.
(I admittedly know this only because I forgot to turn off f.lux one night and hadn't realized the gradual tint shift until I was in that boss fight and realized the red shift f.lux had given the monitor made the markings functionally invisible.)
I will just admit I eat a lot of dirt on the second boss. The arena is just very crowded and so there is not a lot of wiggle room when those AoEs are coming out. I've gotten better the more I do it but still end up eating it sometimes.
Stop watching Netflix and pay attention. It's also okay to fail your way to success. That is literally what half this game, hell even life is about. You learn, adapt, win.
TLDR: Don't get mad. Get Gud.
I can't wait until the Tower of Zot is 90% populated by people who just boosted their account, and have never run a dungeon before. Just like Holminster Switch after 5.2 or so.
I've already had 45-minute runs of it, due to the healer just not understanding ANYTHING, and faceplanting when each boss was at 80%, and on several trash packs to boot. Those - or *not clearing at all* - will be the norm eventually, I'll wager.
The Dead Ends probably won't end up as bad. I guess they're TECHNICALLY a bit harder, but that really shouldn't be an issue for anyone that was able to clear the preceeding 5 dungeons and 2 trials.
... well, except that they'll mostly end up like Amaruot, populated almost entirely by people who can't do simple math, and think the level 90 roulette is worth running for the capped tomestones...
Everyone makes mistakes. Even the most "hardcore" of players pull an oopsie in dungeons. You know what's great about XIV? It doesn't punish you for failing, and let's you try again. And again. And again.
It doesn't take XP.
It doesn't decrease your level.
It doesn't drop any of your gear.
The repair costs are laughable in this game compared to what they can be in some others.
There is no negative cost to your character for encountering a challenge and failing a few times. It's meant to be fun, and have a small sense of accomplishment for beating it.
Saying that The Dead Ends is 'hardcore' is just absolutely ridiculous. I don't savage raid, but I've watched them being done. The mechanics don't even compare. It's night and day. There's challenge to Dead Ends a bit for the casual player but they are all mechanics a player has seen before. Line aoe's, boss limb lighting up to show the side of the arena that is going to be aoe nuked, growing circular aoe's in order, rotating aoe's that the player needs to slowly outrun... Even the esuna'ble debuffs. Everything here has been seen countless times before, in some form or another, countless times ad nauseum. The only thing that's new is the combination flavor of them.
Asking for a player to have foundational knowledge of the game they are playing, HAVE played for 90 levels up to this point to the veritable end of the story, is not a push for "hardcore". It's literally asking the player do to the bare minimum challenge that one can expect after seeing every other foundational mechanic from the entire journey to that point.
I'm not struggling at dungeon content though??? lol
I don't understand your logic. OP cries that dungeon content is too hard and he can't stop dying.
My message is, pay attention and be okay failing until you get it. (because it's not hard and I have faith that anyone can do it)
and then...
Technole enters the ring telling me to get gud because you can split your attention? What?! LOL
Would you rather the boss just stand there? The mechanics weren't very hard, if at all. In fact, it was about the same difficulty as ShB's last MSQ dungeon, and that was arguably harder.
The second boss of Dead Ends wasn't hard IMO. It's all telegraphed well with a fair amount of time to move.
Also it the AoEs happen in a set pattern, so you don't have to "guess". One of them is moving inbetween to a safe spot and the other is a merry-go-round.
100% the dungeon wasn't made with raiders in mind. Because if it were like Savage/Extreme, then wouldn't mind it past the first boss.
I'm not trying to be mean, but the expectation that a boss should just a literal striking dummy, is why there's a rift between casuals and those "raiders" you claim it was made for. If you can't be bothered to pause, think about where you need to stand to dodge said mechanic, then perhaps you need to work on tracking visual indicator and recognizing AoE types.
Fair enough... but it was a different paradigm, where the "holy trinity" was tank/heals/slow,CC .... so it was a different playstyle. Not as twitchy. It feels like the more jump rope extreme FFXIV gets the more like an FPS the fights feel like.
Considering the turn based roots of FF, it's quite a different style.
I very much disagree that Dead Ends is pushing at all towards hardcore content difficulty. I wouldn't even put it anywhere near the difficulty of Pharos Sirius in 2.1 or Steps of Faith in 3.0 and neither of those were hardcore difficulty either.
I agree that MSQ content shouldn't be super hard but it should be challenging enough that you can't just zone out from the content and still clear. At this point, it's reliably there. It's easy enough to be cleared by the majority but hard enough that it gets significantly more difficult to clear if a quarter of party zones out for your average player.
While this may be a story driven game and we're talking about main scenario content as your character grows in abilities and equipment s9 should the content you're enjoying rise to meet your new capabilities. This is a simple and very old structure for games in general, not just RPGs. So, it's both understandable and expected that the game gets a bit more challenging as you progress. And we've been progressing in this game since 2013 and even if you hadn't been playing since then - unless you pay specifically to skip that story content - you still have to play through it. I do not believe that that any of the story content is too difficult and even solo duties have an easy mode if you can't be arsed to learn it.
Unlike your typical hardcore content, there are absolutely visual indicators for each and every mechanic performed by every single boss in dead ends. While they aren't always giant orange floor markers, casual content hasn't always used those markers for visual indicators since as far back A Realm Reborn. Expecting you to be able to pick these visual cues have long since been established.
Echoing this sentiment.
Max level dungeons have always had mechanics with some teeth to them, even if they're not overall super hard. Right off the top of my head, the final boss of Heroes' Gauntlet will 1-shot you if you don't stand in the crater, and Shinryu has been a meme for years as being a 'wall' into endgame since the end of Stormblood (putting aside that Shinryu is kind of a joke, but w/e)
Anybody who thinks that Dead Ends is an outlier in difficulty hasn't been playing FFXIV for very long. The dungeon will punish you, sure, but it's not hard. Everything is clearly broadcasted, even if it takes a time or two for people to properly internalize it.
Outside of the story reason to do Trusts, that is another reason why I really like them. You actually get to learn the mechanics whilst playing the dungeon, no need to spoil it via guide or anything first.
I admit I did get killed a few times by the second boss, but thats part of the learning process.
I'll admit that Dead Ends is probably the hardest dungeon of the expac thus far, but I wouldn't call it HARD. Boss 1 is just figure which way the wind is blowing and hang out on the side of the arena it's blowing from.
Actually, it might have been more interesting if the fight forced you to start on the other side of the arena somehow and you had to weave through the clouds as they blow towards you.
Only problem I had was with the yellow butterflies and the yellow floor. Only change I think is needed is maybe make the butterflies blue or some other color than yellow. I thought some of the earlier dungeons had harder mechanics.
They can't, if they die with trusts, they have to redo the fight and that would make them realize how bad they are. So they need to be carried by other players that will rez them 5 times per fight then complain how people aren't rezzing them, it's toxic and they shouldnt need to use cooldowns if the healer is doing their jobs uwu
My only gripe with The Dead Ends is the incurable doom on the last boss if one screws up the butterfly mechanic.
So many times I get this dungeon and the healer bites it to this mechanic and leaves the group working down the boss without heals and hopefully we don't have a DRK and can finish up.
This dungeon makes me want to run expert as a RDM just to clean up others crap.
This game may be better for you, sir. https://www.youtube.com/watch?v=sM_em824wh0
They are once you know they're there. I genuinely didn't notice them at all until my friend pointed them out. The whole room is yellow yellow yellow and those markers are orange. My eyesight is godawful and I know that but yeah they definitely could stand to stand out a little more lol
There's markers? I've been doing it based on the butterflies themselves. That's a game changer.
"push to make everything hardcore" and "FFXIV" ...
This must be a massive troll. There's no way you can be serious.... The MSQ is so "hardcore" you can literally beat nearly all of it with flawless AI party members and 90% of the content is dialogue and cutscenes. How much less "hardcore" can it even be?