I wonder if the whole thing will be us beign affected by the wandering ministrel and dreaming of beign part of the legend.
I wonder if the whole thing will be us beign affected by the wandering ministrel and dreaming of beign part of the legend.
what?
also side note: you don't see a movie director asking reviewers to make a movie themselves, that's now how feedback works. You clearly did not read what I said or did not understood, I didn't called the devs dumb you just made that up, in fact I said that you are asking for us to give any better feedback as if the cap of originality has been achieve to which I said that labyrinth was miles different (and better imo) than any other raid after it. the following raids not even close followed what labyrinth was I don't how can you tell me any of the dungeon in void ark story even resembles labyrinth that's just objectively wrong. none of them requires coordination between the parties all relies on idividual party performance ( dodge this, kill this, heal this) they didn't not require parties to position meteors while handling tower while taking 2 sparate set of adds in time before a big burst break the only defense the entire party has. you are not require to work together you are only require to not mess up on your personal level aka dps checks and own party mechanincs. the wipes are credited to the people not knowing the mechnincs not for people not working together.More constructively you didn't lay out a blueprint of a better raid idea. All you did you confirm that they already do good raid design by pointing out that Laybrinth of the ancients was perfect which every raid since then has followed very closely. You like Labyrinth's coordination? That's what we had to do in void with every pull and every boss, same with mhach, and even more in dun scaith (ooooh the wipes in the first 3 weeks at dun scaith were amazing).
oh no please let's go into this, I'm going to make it easy for ya tell me 1 single room of trashmobs that required the allience to work together like we had to on the atomos room because as far as I know this mechaninc got changed into a nerfed version boss mechanic (which is even sadder)Side by side we could go into every room of labyrinth and say void ark or dun scaith and the same type of collaboration had to be made. I hope we don't have to compare room by room but we could if you take the challenge and actually believe labyrinth and dun scaith aren't on the same level.
What ffxiv needs is less ilevel per new gear so that content stays challenging, not anything trivial like "I can do better raid design than the devs"
Labyritnh:
1. First 3 rooms (repeat) so it counts as 1 room. In that "room" you just have to kill the adds while avoiding the poison
2. Boss #1 you take skeletons to different areas (raid coordination number 1)
3. ABC atomos (raid coordination number 2)
4. Giants + fire bombs (raid coordination number 3)
5. Boss #2 every alliance kills/protects their pot (raid coordination number 4)
6. Boss #3 (raid coordination number 5)
7. Last boss (raid coordination number 6)
City of mhach
1. First rooms before boss it's just enemies
2. Boss #1 coordination (1 or 2 alliances stay at top floor, other alliance kills the bottom web) 1
3. After boss it's just enemies
4. Boss $2 coordination (have each alliance takes a side for add phase) 2
5. After boss the area splits into 3 sides (have to kill void fire and turn on shield) 3
6. Ozma (doesn't need explaining) 4
7. Boss (coordination in a way since if there's no clear communication in raid chat about ressing healers, not stepping in circles, placing boss correctly, etc it'll wipe the whole raid) 5
Mhach has 1 less coordination than Labyrinth. If don't want to count last boss ok that's 2 less but coordination is still a core part of the raids after labyrinth as I just showed above.
Now I know you will disagree on what coordination is/isn't, so before you disagree what is coordination to you? Because if you're going to say that tank only coordination isn't raid coordination then that takes away like half of Labyrinth's coordination.
I doubt it.
Crackpot theory: The actual region where the story is said to take place is in massive trouble, of the 'oh crap we may have found some aetherial wackiness, and Garlemald likes our story so much that we accidentally summoned the entire legend to life' kind. The troupe is in Kugane specifically to look for you to help set things right, since they lack other ideas that don't involve Garlemald essentially sending a nuclear bomb to the region.
(It's important to note that there's an airship port in Kugane that is currently unused, and now that we know the info about the Prima Vista, it's pretty much a 90% chance that the port is being used for the Return to Ivalice series. You can visit the airship port right now, but it's empty at the moment.)
Last edited by SaitoHikari; 09-22-2017 at 03:54 AM.
I don't know who said it first, but since you're the one comparing mechanics (or coordination. Either or), wouldn't it be more fair to compare Labyrinth of the Ancients with Void Ark? Granted, Void Ark would easily lose, as there's only three-four moments when the instance forces you to split into groups.
Firstly, no, I wasn't the one comparing raids. Read back to see the root of Myavalentine's complaints. Wrong personI don't know who said it first, but since you're the one comparing mechanics (or coordination. Either or), wouldn't it be more fair to compare Labyrinth of the Ancients with Void Ark? Granted, Void Ark would easily lose, as there's only three-four moments when the instance forces you to split into groups.
Secondly, just because void ark works more in your favor doesn't make your argument right when 2 out of 3 raids in the HW expansion have almost or as many raid coordinations.
You're not allowed to cherry pick when only 1 example works in your favor.
If you want to call it cherry picking, fine. I'm just saying that it'd be far more fair to compare raids based on order they're released.
I will also say that the Shadows of Mhach raids (well, excluding Void Ark. That was pathetically easy and kinda boring) are mechanically more interesting and more fun than the Crystal Tower raids overall (which has maybe one or two mechanically interesting fights in them. Angry Mayo will always be a favourite). I'm personally hoping SE make the first tier of the Ivalice raid as interesting as Weeping City and Dun Scaith are. Either with bosses that require you to split into three groups (Ozma) and/or require you to see what they're doing to avoid taking damage (Scathach)... maybe even have the boss target single alliances with an attack that will cause a debuff to them alone if they fail it (Forgall).
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.