Hire them full-time for every Raid because this is the best Raid this game has ever had bar none.
Hire them full-time for every Raid because this is the best Raid this game has ever had bar none.
Meh, lighthouse was better. Can't recall single mechanic that can hold a handle to math or the massive amounts of water flowing by of the first boss. Final baddie was also very weaksause compared to lighthouse dragon.
where's the math? all there was for Construct was remembering some basic calculations and prime numbers taught in elementary school… the water jars from Famfrit and the spinning one from Yyazmat are nothing hard, just annoying to dodge. I am 100% with OP, this was the best 24 man raid so far
Mechanically they were interesting, but holy crap these guys don't shut up.
Tell that to the third of the people that failed it today. It's not about hard either, but memorable.
You forgot to list the noteworthy mechanics of the new raid, I can't recall any. We beat the final boss on first try, and I can't recall anything except the model about that fight.
Polarity and dragon stomping I do remember. Masks and running into walls and turning zombie too.
What did the final boss of this raid had again?
YES I completely agree. With every raid the mechs get better, and more cinematic!!!
I LOVE IT.
The third fight is sooooo good. XD
I kind of like that they added audio queues into the mechanics, though. It added an interesting change to just watching the cast bar, and once you know their tells, gives you even more time to prepare than just someone watching for visual queues.
Also I have to say I LOVE the addition of making sure you're looking the proper direction to do certain actions. It's a nice touch to Final Fantasy Tactics.
Well, the mechanics are very simple, in my opinion, but the production value, and cinematics were the best I've ever seen in this game.
It's definitely more flashier which I don't mind. Coupled with the FFT music its actually quite epic. Kinda funny seeing the how many people tunnel vision on dps, ignore mechanics and then die. I hope people know that there is no enrage outside of add phases when the boss is charging for a big move.
To be fair, theres enough DPS checks to reinforce that....or you wipe...
This is the best 24 man raid by a long shot, and I've been a long time fan of the CT over the Void series.
Hire them and pay them double. I completely agree.
What I found memorable about Thunder God is that it doesn't have a forced split on its adds.
You're recommended to split up since it'll get pretty confusing with stack mechanics if they stand close together, but if one tank just decides to go AFK midfight, a tank can absolutely hold both of them if the healers are paying attention.
I like the bosses being chattier, but man, Cid goes on and on like he's trying to tell me his life story.
Then again, characters in Tactics had long cast quotes, so it's appropriate.
Good news. You're reinforcing the OP's point. The entire Ivalice Raid was written and designed by Yasumi Matsuno. So he also designed the Lighthouse encounters.
The fights were pretty entertaining first time through.
But after having to do them several times just to get weekly loot, they're pretty easy and simple. Also somewhat annoying.
Storywise it was a great set of raids, and the ending... Aside from great fanservice to fans of Tactics, it was some of the best scenes for gaming in general in some time. Dem feels.
IIRC the Ridorana bosses were designed by Mr. Ozma, so while Mr. Matsuno wrote the scenario and probably set the locations + the bosses that would be in them, the actual boss mechanics came from the same guy who separated the kids from the adults with Ozma in Weeping City.
The 24 man has been fantastic, definitely the highlight of 4.x for me. I actually did the Return to Ivalice story first so I could get to the raids before doing anything else this expansion. Kudos to the team! I appreciate how carefully they tried to tie Ivalice to the existing lore in XIV, and for introducing the best FF music/gear aesthetic into the game.
Fascinating! I guess the word design doesn't have to mean boss mechanics themselves. Who is Mr.Ozma?
I also very much agree with you when it comes to how it tied Ivalice into the existing lore of FFXIV. The Ivalice raids have turned out not to be the self-contained story I was expecting, but actually have large effects on the story of the game at large. Some of the post-raid cutscenes in particular suggest further developments down the road and I'm thrilled about it.
I liked the raid a lot. There wasn't really anything I didn't like about it.
I expect the last boss to be Delita.
Oh well.
I love this one, the last boss is a little too easy compare to Diabolos.
Love how many of the mech punish the entire raid if someone/one of the party messed up.
Anyone knows why The thunder god(雷神シド in JP version) was not translated into Raijinshido, like most of the boss?(Shinryu, Tsukiyumi, etc)
Because his name (technically title) was already localized in FFT as Thunder God. There was no need to reromanize (is that even a word?). It would also make it more difficult for your average English audience to catch who he's referencing. As for the other ones you mentioned, it's because those are their actual names and "translating" them would be silly.
I agree, the fights in this raid were really fun, among the best for me. I noticed that ever since we got the Omega raids, the fights (in dungeons, trials, raids) have become more fun and inventive and I hope they continue this trend in Shadowbringers.
It was nice to see all that PTSD I had from Ozma come right back into Orbonne. Definitely the best 24-player raid to date.
Would I run it again for loot for this week? HELL NO! There are some stupid people in those runs.
It felt solidly mediocre to me, honestly. Then again, I like fights that reward nuanced movement and preemptiveness more than Duty Action usage or memorizing voice line triggers or translating cast bars into requisite actions.
Thunder God just felt like Ozma, but with less to optimize (especially as a melee) apart from the AoE drops during the tri-add mechanic, and the first and second bosses just felt incredibly meh to me. On the whole, it's as if they somehow managed to make chaos... dull or... sterile(?), where it's usually been a source of at least sardonic enjoyment.
I agree that it's the most cinematic raid we've had, and all efforts put in that direction are to be lauded. The areas are gorgeous, the boss models are great, there is a story-telling effort. Maybe a bit too bright for my dull eyes, it was way too flashy sometimes.
But the fights themselves... yeah. Not so challenging, not so new. The two phases Ultima fight is nice but feels a bit underwhelming anyway.
Going back to this, Ivalice was quite straightforward. Far more story based than crystal tower and Mhach, but in the end it outshines the real gameplay of these raids.
Funny as when Lighthouse came out i loved it and now i cringe needing to do it weekly again, but Monastery despite the many wipes i very much love it and the boss fights are much better.
Favorite raid this far, bar none. Looking forward to how the story of Ivalice and Dalmasca develops in the future.
I've been asked to stop singing "Twilight of the Thunder God" when wiping on a certain boss.
I loved it. Although there needed to be more water interactions like light house.
But for a 3rd and final raid of the series I think its the best one yet.
Having not played much of XII or Tactics I honestly wasn't invested in the story. But the raids themselves were fun.
Orbonne Monastery is definitely some of the best group content I have ever played. The area looks stunning, the bosses look amazing, the encounters are well designed...it's all so bloody excellent. I love it.