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  1. #1
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Ghimlyt Dark is essentially an interactive 20 minute cutscene and that's fine! It works perfectly as a Main Scenario dungeon for encapsulating the feelings of the story, and the story this time is WoL and friends cut swathes through the Garlean troops, not WoL and friends struggle against an overwhelming force and barely make it through alive. If the content were harder, most groups would have multiple wipes, and that would have absolutely killed the story hype.

    Now on the other hand, when you have a story like Binding Coil of Bahamut, where in-story you are supposed to be struggling against all odds, constant wipes followed by eventual victory makes the story all the better. I love the challenging content of this game, but it has a time and a place, and Ghimlyt Dark was not it.
    (14)

  2. #2
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Beckett View Post
    Ghimlyt Dark is essentially an interactive 20 minute cutscene and that's fine! It works perfectly as a Main Scenario dungeon for encapsulating the feelings of the story, and the story this time is WoL and friends cut swathes through the Garlean troops, not WoL and friends struggle against an overwhelming force and barely make it through alive. If the content were harder, most groups would have multiple wipes, and that would have absolutely killed the story hype.
    Exactly. We were also told at least twice that they were testing our defenses to see what we were capable of with the last assault so I wouldn't have expected the Garleans to go all out right away. They're sending Zenos and I'm assuming more troops the next time, so they're gonna mean business.
    (2)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  3. #3
    Player
    zuzu-bq's Avatar
    Join Date
    May 2015
    Posts
    901
    Character
    Zuzu Belloq
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Beckett View Post
    Ghimlyt Dark is essentially an interactive 20 minute cutscene and that's fine! It works perfectly as a Main Scenario dungeon for encapsulating the feelings of the story, and the story this time is WoL and friends cut swathes through the Garlean troops, not WoL and friends struggle against an overwhelming force and barely make it through alive. If the content were harder, most groups would have multiple wipes, and that would have absolutely killed the story hype.
    Being an interactive cutscene is fine, yes. I understand that is what the dungeon proposes to do and it fails at it.The interactive parts are bad and completly devoid of danger (you don't even die for not stayin in Kann-E's shield) except for the last boss and you're often placed in non-interactive moments that go for far too long (the second boss digs and takes over 20s to come back as a target and the whole hi-five and the final boost animation takes almost 10 whole seconds after an intermission mechanic). Compare this with Aetherochemical Research Facility, Ala Mihgo or Baelsar's Wall which all follow the same principle of being interactive joy rides and you'll see how Ghimlyt doesn't properly work as one.

    As for the difficulty talk I've posted about it before, it's more about having a proper difficulty curve instead of having it to be inconsistent across MSQ dungeons, being not hard is a important factor for dungeons that will be part of your daily roulette in this game. But having dungeons all dungeons to be the same difficulty or rather having them go back and forth on how easy or not so easy they are is a problem of inconsistency in difficulty FFXIV has had since the devs changed their philosophy in dungeon design back at 2.3.
    (1)
    Last edited by zuzu-bq; 01-19-2019 at 03:50 PM.