That's kind of a shame, I've cleared all 12 floors on savage mode and a lot of the fights are really fun. 11s is probably my favorite of the entire expansion, the cadence, the flow, the mechanics, and the awesome music and neat attack patterns always gets me pumped.
Yeah, considering the trash in this game has never been thoughtful or interesting I don't think we need facepulls to boss rooms to break up the boss fights. Also even in a gaming sense, a raid just means a group fighting something. https://en.wikipedia.org/wiki/Raid_(gaming)
To be fair, these checkpoints are basically just the end of one instance, and then you either stop or go up the next 10 floors. Which is basically what we have now for raids anyway. You clear O10S, you either move on to O11S or just stop there for the night or whatever.
everyone complain back in ARR/HW about it, this why they change it with omega.
Turn 1 had a mid-instance checkpoint. But I'm not in favor of that kind of trash.To be fair, these checkpoints are basically just the end of one instance, and then you either stop or go up the next 10 floors. Which is basically what we have now for raids anyway. You clear O10S, you either move on to O11S or just stop there for the night or whatever.
I don't mind more strings of mini-boss fights like Turn 2 or A6, or waves of mob fights like Turn 4, A2 or A10. I feel like they should have at least one of those in every cycle. We don't need straight up 4 boss fights every time.
I think what they should do is have all 4 parts of Normal be one instance and then have separate instances for Savage.
It's kinda sad to read what players understand under trash mobs.
If you compare it with other ffxiv trash mobs from previous raid tiers then yeah, it would be pretty boring.
If you add unique mechanics and random item drops to trash mobs, they could indeed make a raid feel more climatic and atmospheric.
Other games save the ID progress, e. g. number of mobs you killed, etc. So if you requeue you won't have to do it again.
I doubt though that SE will change something about the story(solo dungeon) mission for raids like we experienced for omega. As long as they exist we will get a circle map with a HP sponge in it, that we have to beat with raw dmg over time while performing a mechanic dance instead of having an actual mechanical victory (not failing mechanics grants a buff or debuff to kill boss faster like ucob last phase as rough example) The only way this game works in 99% is punishment, if you do bad you get a disadvantage, why not tune bosses other way around. If you do good, give us advantages to kill it faster.
FFXIV honestly never really had raids compared to most mmos that use the term. FFXI, WoW, Aion, Lineage, Rift, and so on.
The FFXIV raid more or less is a hard instanced boss fight.
I honestly sorta wish they did. Coil 1-5 was the closest better then now in my opinion. FFXIV oversimplifys way too much stuff.
I sorta wish they would just add 1 massive zone with trash and multiple mega bosses, and so on in it that spawn the main boss at the end. Make it feel like a real raid. Can even save progress after each boss if they wanted to with a quest item or something that is removed when you enter the main boss room, need all 3 to enter or something like that.
Honestly T2 was probably the most interesting boss mechanically in the 2.0, 3.0, 4.0 series. A boss where you could determine which buffs it would have by the adds and order of room you enter through prior to the final room. Outside of the cheese strat this boss is still conceptually above anything we faced so far. They should just structure raids to be one giant dungeon with each boss being a "checkpoint" upon clearing and you would be able to return to said check point if you leave the instance. Areas in between could be for mobs and lore, via interactive items/npc and even switches you need to activate to gain access to the next boss. It could also make for one hell of a speed run doing 4 savage bosses in one lockout instead of having to re-queue for the next floor.
Currently I would say that "Savage Trials" would be an appropriate term for what we have as anything resembling a "Raid" ended in 3.0. I would give Omega a pass since its all a battle simulation tournament so any sense of dealing with trash, when he could easily put you in the next boss fight, would be redundant. However I think its too late for 5.0, raids to be changed but maybe Yoshi will take this thread to heart and consider it for 6.0. You could still change the title to Savage Trials to better reflect the battle design.
The issue with XIV is that we don't have trash that's dangerous in dungeons, sure we have the odd mob that casts Paralyze and what not but they're so far and few there's no tactical advantage because it's better to just AoE them down every hallway. We should have trash that should be kited, slept, CC'd in any kind of fashion, I'm sure people can count on 1 hand how many times they used Arm Graze and Leg Graze, or BLMs actually using Blizz 2? If XIV made Mythic+ dungeons or have wings akin to Naxxramas in WoW then we'd have more diverse trash, as it stands you load in, kill the boss, collect token/loot and carry on your merry way, hell I'd even be fine with world bosses that aren't FATEs or hunts with their own kind of adds.
Puzzles would be great in a dungeon so far there's only 1 and it's not really a puzzle Qarn normal where you gotta remember what the patterns are and then once you know it you know it forever, some people don't like change but I'd love to have some challenges and better rewards for Mythic+/Savage dungeons and raid wings. Honestly for how bad WoW is atm it's Mythic+ system is no doubt the best part of it, for example this week is: Tyrannical/Bursting/Teeming + the seasonal affix, basically the bosses do 20% more damage, 40% more hp, when any aggressive mob dies it puts a stacking debuff doing 4% of your total hp every 1 sec and Teeming threat generation is a lot tougher.
These add great replay ability towards the dungeons and I feel that XIV could tweak and add Savage Dungeons as an alternative to gearing up every way vs the contemporary do floors 1-4 normal/savage/24 man token weekly and allows people to form 4 man statics instead of finding 8 people to do Savage with.
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