Love it, new sig.What we both suffer is "the curse of knowledge". I have a couple of friends who are completely new to this game. For them, most of the dungeons after level 24 is considered "intense" - especially on their first run. The same dungeons most of veterans here have run for hundreds of time. For us, we just don't understand why newbies do not "get the mechanic" when everything is spelled out for you right in front of your screen... For them Brayflox is HARD ("you want me to Esuna all of you? move out of the way? and cure three people???), Sunken Temple is "ZOMG WTF was that", Cutter's Cry was "intense" and Titan "baby trial" was "fck this, I swear I ran and out of the train track from hell".
What we suffer is "the curse of knowledge". For new people, most of the dungeons after level 24 is considered "intense". For us, we just don't understand why newbies do not "get the mechanic" when everything is spelled out for you right in front of your screen... For them Brayflox is HARD ("you want me to Esuna all of you? move out of the way? and cure three people???), Sunken Temple is "ZOMG WTF was that", Cutter's Cry was "intense" and Titan "baby trial" was "fck this, I swear I ran and out of the train track from hell".
Play for fun? Play because its hard? Forget that I'm playing so i can wear and/or glamor that shinny new piece. Since everything is a downgrade item, one day. ^^
Ramuh is a good step to no one shot mechanics minus judgement bolts and shock strife. Massive damage and no need for "TEAM JUMP ROPE" because nearly all attacks are unavoidable
Then you probably never done the new FFXI boss battle. Delve Version 1 was and still hard to do for most newbies. People complaint so much they had to nerve Delve Version 2. I am ok to have normal difficulty for those dungeons at 50 we have to farm every single day..... no need to make it such a PITA for everyone. Most of FFXI content - whenever they are freshly introduced, is HARD until you figure out what jobs best to bring for the said Bosses. Voidwatch when it was introduced was quite punishing until people figure out what to do (due to there is no "message" to move here or move there or watch out for this and that).Eh, Clavaat is right, the reason there weren't any detailed guides for FFXI bosses is because there really was no need (though YouTube not being a thing back then also contributed a lot). They were simplistic enough for text to be more than enough. How hard is it to explain Kirin? How hard is it to explain Faf/Nid? How hard is it to explain DL?
Last edited by Luvbunny; 09-30-2014 at 12:49 AM.
I remember when Einherjar was brand new and people couldn't even get halfway through the fights.
FFXI managed to be hard without instant-wipe mechanics or puzzles, and thats part of what made its challenge feel better.
There kinda were instant-death mechanics and puzzles to an extent though. ADL could instant wipe alliances if he spammed tera-slash, and there was some RNG involved to killing the right clone. Still, not knowing how he would respond made the fight a lot more intensive and exciting.
Puzzles came in the form of not being told how to kill the boss, and having to study the mob's hidden effects. Nyzul Isle was a greater example of puzzle/maze content that got the player problem-solving for each floor. A battle type I hope comes back for FFXIV.
"I'm more powerful than I ever was, but it came with a price." ~ Lightning
Image by http://ilpas.deviantart.com/
I do agree that there are so many great things from FFXI that they should straight up "COPY, STEAL, APPROPRIATE". I rather have they do this than trying to copy "WoW, Guild Wars, and twitchy FPS" game on every single things. It's ok for the first year content, but please... SE already have another great golden game that has good mechanic and battle system, why not adapt it and put a FF14 spin on it. Though I can just imagine trying to clear any delve content via Duty Finder lol.... Nerd Rage drama rama will ensue when you see half of your team mate has no clue on how to play their roles.
Nyzul is basically "kill everything" with a twist, and all is dandy until you hit the "lamp floor" lol. ToAU is the shining jewel of that game. Abyssea is another great example of "plug and play" - customize your play style and do what you want. Adoulin is shaping up to be a great expansion. And yes it's ok to slap newbies hard - you either learn how to play your class, or don't try to do more advanced content.
Though you gotta admit, the beauty of FF14 is, 90% of their content can be cleared with ANY combination of classes here, as long you understand the "jump rope" mechanic and not a complete noob. While FFXI prefer you clear with certain jobs combination that are optimized, effectively prevent 75% of the classes in the game to be utilized.
Last edited by Luvbunny; 10-02-2014 at 12:40 AM.
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