Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 34
  1. #21
    Player
    Almandaragal's Avatar
    Join Date
    Sep 2017
    Posts
    43
    Character
    Almandaragal Sedai
    World
    Jenova
    Main Class
    Red Mage Lv 100
    I enjoyed the dungeon for what it was. It certainly felt more about story experience than anything though, given how long some of the no-mobs areas were, even in a simple two pack pull. However, given it was meant to be reused for storytelling experience, and how well it was done, I'm quite satisfied with that overall.

    That said, as someone with a lot of conditional AoEs, the size of the mobs combined with model collision is a bit annoying. My main AoE rotation as a RDM is target based, my melee part of AoE burst is conal, the follow-up is target based, and my finisher is a straight line. If my tank doesn't bother to cluster the mobs (looking at you, first "boss" ), or they decide to splay out in a weird, non circular cluster, I'm missing stuff. Some of that is player error because you can almost always reposition, but if the mobs weren't so large, it wouldn't be as annoying of a problem.

    Beyond that though, enjoyable experience. The cluster issues doesn't sour it too much, but I hope it's not a prevailing theme for the rest of the expansion. My main is already low enough on the DPS totem pole to begin with (not even mentioning the tank buffs), I don't need design situations making my contribution to the team even harder to provide.
    (2)

  2. #22
    Player
    Aurelle_Deresnels's Avatar
    Join Date
    Oct 2021
    Posts
    120
    Character
    Aurelle Deresnels
    World
    Jenova
    Main Class
    Goldsmith Lv 100
    While I enjoyed most of the dungeon, I dislike the moving gaze attacks on the second boss - not the collapsing circle ones, the ones that twist around and won't show you where to look away from until they're about to go off. Much like Tentacle Dig in the first boss of Alzadaal's Legacy, this style of mechanic denies planning-oriented players the option to handle the mechanic by planning instead of reaction.

    Many players enjoy doing story content mechanics by reaction, and that's fine. But some players simply do not have the reaction time for this - whether due to age, disability, or lacking years of experience with action games - and that makes such mechanics continual pain points that the player cannot improve upon, instead feeling punished for something out of their control. (As a disabled player myself who often prefers Savage to Normal, I very much feel this personally. And FFXIV disproportionately draws older, disabled, and "non-gamer" players!) Even players who do have the reaction time may find more enjoyment in planning on repeat runs, particularly if they are used to high-end content, and this style of mechanic denies them that enjoyment.

    It is frustrating to see more and more of this in the game, when many previous fights have shown that casual content mechanics can be fun for everyone by having both reactive and planning options.
    (0)

  3. #23
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,150
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aurelle_Deresnels View Post
    While I enjoyed most of the dungeon, I dislike the moving gaze attacks on the second boss - not the collapsing circle ones, the ones that twist around and won't show you where to look away from until they're about to go off. Much like Tentacle Dig in the first boss of Alzadaal's Legacy, this style of mechanic denies planning-oriented players the option to handle the mechanic by planning instead of reaction.
    I'm not sure what you're referring to here in the Beatrice fight. There are the collapsing-ring "look away" attacks where the location is clear and the challenge is from the other AOEs going off at the same time, and there are the "gaze beams on floor" explosions that simply go off in the same order they were laid down. There's no attack where the location is unpredictable like for the squid boss.
    (3)

  4. #24
    Player
    VictorTheed's Avatar
    Join Date
    Mar 2015
    Posts
    845
    Character
    Victor Theed
    World
    Goblin
    Main Class
    Miner Lv 90
    It's still new to me so I won't rank it with the other dungeons, but, I am really enjoying it's looks and music, so I like it.
    (0)

  5. #25
    Player
    Rueby's Avatar
    Join Date
    Feb 2022
    Location
    Zenos' Pockets
    Posts
    872
    Character
    Vera Nova
    World
    Spriggan
    Main Class
    Gunbreaker Lv 90
    Visually stunning, aesthetically appealing, music amazing...
    First boss is the most boring boss since....Bardam's Mettle but even that was somewhat humorous.
    Second boss ehhh....
    Third boss ehhh alright pretty cool I guess.

    Not all that interesting boss-wise for me. Granted I have not played other FF games so maybe I'm missing the sentimental value or something of the last boss.
    (0)

  6. #26
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,150
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Red Mage Lv 100
    The first "boss" feels like either they ran out of time or the idea seemed more interesting on paper. There are far too many waves of enemies that just do nothing but exist. Maybe there were supposed to be more explosions and dodging, or something.
    (0)

  7. #27
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Honestly, I thought it was a good introduction to The Void that they are writing for now. The ease of the first boss reflected that we were in a lesser Voidsent's palace, rather than a big cheese. As boring as a boss like that is, it reflected gameplay story integration.

    The dungeon was beautiful, as was its music, and I'm a sucker for the FFIV references.

    I also liked that it was reused afterwards, but it did make me wish they'd get brave with how dungeons are laid out. We need some looping paths and labyrinthine spirals. Maybe we'll get that in the new dungeon thing they're making that I can't remember the name of, currently.
    (2)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  8. #28
    Player
    Lustre's Avatar
    Join Date
    Feb 2022
    Posts
    486
    Character
    Tatsuya Sarugaku
    World
    Moogle
    Main Class
    Paladin Lv 90
    Loved it visually and thematically. Troian Beauty was one of my favourite old FF tracks so nice to hear it again. Soken did a really good job. But the first boss was immensely disappointing.
    (1)

  9. #29
    Player
    Keichi's Avatar
    Join Date
    Sep 2022
    Posts
    287
    Character
    Maric Ward
    World
    Lich
    Main Class
    Black Mage Lv 100
    It is ok. Nothing special.
    But, i think, that it is a little unfriendly for Black mage.

    The adds from first Boss are dying So fast, that you are doing practicly nothing.

    The normal adds to the other hand create very often aoe and force you to move (at last, after the second boss).
    But in overhaul is it ok
    (0)

  10. #30
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Second boss made me go "Uh? Oh okay" which is more than I can say about every normal dungeon boss since The Grand Cosmos. In the end it's basically a much easier version of the Terminus Bellwether fight.
    The dungeon like every dungeon since the Grand Cosmos is super pretty but is still the same old hallway with chests literally in the middle of the way as you pull trivial trash 2 times between bosses. They add salt to the wound with the huge amount of detail and space you're blocked off from walking into either because the game warps you to the next room too soon or because of invisible walls forcing you into the most boring path.

    ...
    ...
    ...

    But then I SAW SCARMIGLIONE AND THE FINAL FANTASY IV™ BOSS THEME STARTED PLAYING AND I CLAPPED!!
    I CLAPPED BECAUSE I PLAYED FINAL FANTASY IV™ AND I KNOW THAT CHARACTER AND MUSIC!!!
    (2)
    Last edited by ReynTime; 09-13-2022 at 04:17 AM.

Page 3 of 4 FirstFirst 1 2 3 4 LastLast