If you come from WoW you are programmed not to mess up cause you will be berated and made to feel worthless before they kick you from the dungeon. It takes time to be reprogrammed to not feel that way when death from mechanics happen, lol.
If you come from WoW you are programmed not to mess up cause you will be berated and made to feel worthless before they kick you from the dungeon. It takes time to be reprogrammed to not feel that way when death from mechanics happen, lol.
Sorry meant to answer this post with my WoW explanation, lol.
I had this idea that they could introduce more complex mechanics in normal duties, but have them give your a lower dps penalty instead of death. Still have the insta death mechanica we have now but on top of that, more complex ones and you'll be rewarded with extra dps when you go trough the effort of handling them, as an individual player.I don't want to speak for anyone else, but I think that's what everyone wants. Being handed a win with no effort is meaningless, but laying on the floor dead doesn't have to be part of the learning process. Things could be fixed if there were other failure conditions besides death. The problem with FF14 though is that it's an established game with years of content so it's unlikely that that SE will go back and rebuild everything, not to mention that doing so might turn away part of the playerbase.
On one hand, I totally get where you are coming from as I am not exempt from not being able to understand a mechanic and having to seek outside sources for help, or to confirm for me how the mechanic works. A more recent example of this was in the Qitana Ravel (prob my favorite ShB dungeon). The first boss combines two mechanics to target three quarters of the arena, and I couldn't for the life of me figure out where the safe zone was. Sure, it's easy just to follow other players or your trusts NPCs, but I hate that. This does not help me understand the mechanic.
On the other hand, I am fine with it as is. Using the same example as above, while it was frustrating, ultimately figuring out how it works on my own was very rewarding. By reward, I mean that these educational experiences carry over into other fights since the devs love to reuse mechanics.
It sounds like you are doing your due diligence when it comes to understanding mechanics, and tooltips can sometimes be confusing. A great example of that for me was friggin' Judgment Nisi in the Alexander raids. I read it and was just like, "oooooookaaaaayyy." The thing with mechanic design is that the devs always have to give some kind of indicator if it is a mechanic that is meant to be avoided. Sometimes, the clue can be as subtle as the name of the ability being cast. Other times, how to handle a mechanic is literally shoved in your face, "MAN THE DRAGON KILLERS!" But in hindsight, there is always something telling you that you are about to eat dirt.
Best advice I can give is that if you are having trouble understanding a debuff mechanic, don't be afraid to ask. You can even come here and ask if you find yourself in a burn-type group that just wants to speed things through. It's things like where this community shines since most are more than willing to help in situations like these.
Last edited by Gemina; 06-14-2020 at 01:59 AM.
Reply to a few above: (re: not insta death but penalties to give a second chance)
That’s kinda the direction they’ve moved in. I wanna say..4.0 onward, if you get hit by a mechanic it gives you a debuff that increases damage to you. Get hit by 1 and while probably fine. 2 or 3.. a bad time. 4+ probably dead.
It’s not perfect, but it’s pretty good for what it is.
Personally I am fine with insta death mechanics just to have it be on the table (like Titan) but I am not a fan if fights where 1 player can cause a wipe, especially in 8 or 24 man raids (bad placing of mechanics, not knowing what to do etc). 1 individual should not carry that much pressure.
I might also suggest figuring out/getting some general advice... like if you go in blind/want to figure a dungeon out.
One example is that a lot of the artwork on floors in boss rooms/raids have designs that are, specifically related To the mechanics (divide into quarters, have circle areas, lines, etc)
The problem with the weakness is that you can safely skip mechanics if you're sufficiently geared, you'd actually sometimes be encouraged to do that since you'll often be able to put out more dps that way. If you'd get dps penalty instead, you'd have a way bigger incentive for players to do mechanics properly. Now imo the weakness should stay right now how it is, but I'd like to have more complex mechanics in normal instances, the likes we've never seen before, that gives you a dps penalty instead. So players who are good enough or have had sufficient training can feel rewarded by doing more dps, an easy way imo to increase complexity in normal mode. The weakness stays how it is for the essential mechanics.Reply to a few above: (re: not insta death but penalties to give a second chance)
That’s kinda the direction they’ve moved in. I wanna say..4.0 onward, if you get hit by a mechanic it gives you a debuff that increases damage to you. Get hit by 1 and while probably fine. 2 or 3.. a bad time. 4+ probably dead.
It’s not perfect, but it’s pretty good for what it is.
Personally I am fine with insta death mechanics just to have it be on the table (like Titan) but I am not a fan if fights where 1 player can cause a wipe, especially in 8 or 24 man raids (bad placing of mechanics, not knowing what to do etc). 1 individual should not carry that much pressure.
Considering "The Echo" was designed for trial and error to be part of the gameplay, it's makes sense to me. MMOs for this type of game doesn't expect you to get it right the first time. Heck, it makes bosses that much more realistic when you do die to them - because they are bosses not pushovers.
One player will always be able to cause a wipe. A DPS can mistakenly or deliberately take out the group's healer, paving the way to their doom. A tank can cleave the entire group, or not separate their add from another group's and they're done for. A healer can tunnel vision at a very inopportune time which leads to a player death that snowballs into a DPS check not being met.Personally I am fine with insta death mechanics just to have it be on the table (like Titan) but I am not a fan if fights where 1 player can cause a wipe, especially in 8 or 24 man raids (bad placing of mechanics, not knowing what to do etc). 1 individual should not carry that much pressure.
Not all, but a ton of wipes can be attributed to single derp from one player that cascades into a giant mess. What is important is to not look at it that way, but rather the group as a whole who could not respond and improvise accordingly when things don't go as planned.
I also prefer damage downs to instant death. They give the same feedback but a damage down doesn't sideline you into twiddling your thumbs. I just wonder how threatening they would be without an enrage, which is something that most casual content doesn't have. Still, I think they're worth having, and even if they don't raise the stakes I'd definitely try to avoid them just for optimization's sake.I had this idea that they could introduce more complex mechanics in normal duties, but have them give your a lower dps penalty instead of death. Still have the insta death mechanica we have now but on top of that, more complex ones and you'll be rewarded with extra dps when you go trough the effort of handling them, as an individual player.
What I'd really like to see is being able to fight to a draw (dynamically, not predetermined by the story) canonically in the MSQ and then have a rematch later where the mechanics are slightly different from the first fight, but similar enough that you can learn from the original encounter. That would allow for a fight free from instadeath penalties while still putting some pressure on players to succeed, but like I said before the game isn't designed to work that way so I don't know if it's a realistic idea.
Vuln Ups are also better than instant deaths, but one issue with them is that they can punish you for failing completely unrelated mechanics. If you're totally new to a duty and like to go in blind, you could easily fail two obscure mechanics in a row and die. That's not necessarily a bad way of doing things, but I prefer to feel like dying is the result of a major mistake on my part rather than chance.If mechanics are obscure it pretty much comes down to chance whether you get them right or wrong. Given how SE has designed the game though, vuln ups are a good compromise.Reply to a few above: (re: not insta death but penalties to give a second chance)
That’s kinda the direction they’ve moved in. I wanna say..4.0 onward, if you get hit by a mechanic it gives you a debuff that increases damage to you. Get hit by 1 and while probably fine. 2 or 3.. a bad time. 4+ probably dead.
It’s not perfect, but it’s pretty good for what it is.
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