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  1. #1
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,433
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Oh joy even more content that gear is worthless in now
    (5)

  2. #2
    Player
    Darkobra's Avatar
    Join Date
    Aug 2014
    Posts
    445
    Character
    Darkobra Kage
    World
    Phoenix
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Oizen View Post
    Oh joy even more content that gear is worthless in now
    You're new so you have no idea what the old Crystal Tower raids were like when they just came out. We had to actually do mechanics. It's not the gear that's worthless. It's the raids. They don't teach you anything because you can just burst through it.
    (20)

  3. #3
    Player
    Amenara's Avatar
    Join Date
    Apr 2019
    Posts
    1,040
    Character
    Rhela Tsurugi
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Darkobra View Post
    You're new so you have no idea what the old Crystal Tower raids were like when they just came out. We had to actually do mechanics. It's not the gear that's worthless. It's the raids. They don't teach you anything because you can just burst through it.
    Labyrinth of the Ancients was tuned for 6 tanks and I think they'd have to do a decent tuning pass on it for it to make sense with only 3 tanks if they did put an ilvl sync on it. That being said I am all about seeing the old mechanics in CT again.

    I agree, there needs to be more stringent ilvl caps on all of the synced stuff.
    (8)

  4. #4
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Amenara View Post
    Labyrinth of the Ancients was tuned for 6 tanks and I think they'd have to do a decent tuning pass on it for it to make sense with only 3 tanks if they did put an ilvl sync on it. That being said I am all about seeing the old mechanics in CT again.

    I agree, there needs to be more stringent ilvl caps on all of the synced stuff.
    I've seen more wipes at behemoth since they removed OT so no one's baiting the iron giants than I ever saw when it was current content. I feel like fights have got a lot less interesting since they stopped doing mechs for OT that require more than tank swapping.
    (3)

  5. #5
    Player
    Amenara's Avatar
    Join Date
    Apr 2019
    Posts
    1,040
    Character
    Rhela Tsurugi
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by OgruMogru View Post
    I've seen more wipes at behemoth since they removed OT so no one's baiting the iron giants than I ever saw when it was current content. I feel like fights have got a lot less interesting since they stopped doing mechs for OT that require more than tank swapping.
    The only problem is for 4 of the OTs on Behemoth your job is to stand and click a tower which is... peak gameplay. They never really iterated on it as we were down to 3 tanks in Syrcus Tower, but yeah it'd be nice if the OTs had something to do other than be a weaker DPS on most all fights.
    (1)

  6. #6
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Amenara View Post
    The only problem is for 4 of the OTs on Behemoth your job is to stand and click a tower which is... peak gameplay. They never really iterated on it as we were down to 3 tanks in Syrcus Tower, but yeah it'd be nice if the OTs had something to do other than be a weaker DPS on most all fights.
    Yeee it wasn't very in depth for sure but it did add another interesting dynamic to the role tanks could fulfill in larger group content. A better example would probably have been Twintania in T5 where the off-tank was responsible for soaking orbs, positioning the snakey adds etc etc Granted that's an oooold example and 8 man instead of 24 man but it's an element that makes fights more interesting when the alternative as OT now is predominantly standing on the boss and watching for tank swaps or tank in party out mechs. I think the last time OT had any responsibility like that was.... maybe Ramuh in E5s with the orbs and Garuda and Ifrit in E6s when they split into 2. Oh and ok they got 1 thing this tier with p10 yeeting them onto their platforms. But all these examples are in 8 man raid, not 24 man. It's a shame!
    (1)

  7. #7
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by OgruMogru View Post
    Yeee it wasn't very in depth for sure but it did add another interesting dynamic to the role tanks could fulfill in larger group content. A better example would probably have been Twintania in T5 where the off-tank was responsible for soaking orbs, positioning the snakey adds etc etc
    It's old, but I would still consider it a good example. The OT's job was every bit as important as the MT's in that fight. A single mistake by the OT had a very high chance of wiping the raid. We should go back to those days of the OT bearing as much, if not more responsibility for the group's survival than the MT.
    (4)

  8. #8
    Player
    Amenara's Avatar
    Join Date
    Apr 2019
    Posts
    1,040
    Character
    Rhela Tsurugi
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by OgruMogru View Post
    Yeee it wasn't very in depth for sure but it did add another interesting dynamic to the role tanks could fulfill in larger group content. A better example would probably have been Twintania in T5 where the off-tank was responsible for soaking orbs, positioning the snakey adds etc etc Granted that's an oooold example and 8 man instead of 24 man but it's an element that makes fights more interesting when the alternative as OT now is predominantly standing on the boss and watching for tank swaps or tank in party out mechs. I think the last time OT had any responsibility like that was.... maybe Ramuh in E5s with the orbs and Garuda and Ifrit in E6s when they split into 2. Oh and ok they got 1 thing this tier with p10 yeeting them onto their platforms. But all these examples are in 8 man raid, not 24 man. It's a shame!
    Heck, look at bone dragon in LoTA, all the tanks were responsible with pulling the skeletons apart and on the far platforms so they wouldn't get super speed and run to the dragon and wipe the raid as well as give the groups time to kill all the skeletons. That was a cool thing for OTs.
    (2)

  9. #9
    Player
    RokkuEkkusu's Avatar
    Join Date
    Mar 2017
    Posts
    732
    Character
    Mikeru Takeuchi
    World
    Excalibur
    Main Class
    Dark Knight Lv 100
    It probably won't change the difficulty much on Thordan's current story trial unless it gets a total revamp to be a little harder than Charibert at the Vault. That being said, it is somewhat of a reasonable request nontheless.

    Quote Originally Posted by Fyrebrand View Post
    Somebody needs to sit Yoshi-P down for a run of Thordan Normal and have him think about if this is how he wants new players experiencing the epic climactic battle of Heavensward.
    I think the ultimate takeaway of this so-called epic climatic battle is that Thordan ultimately became the very Ascian, Dragon, and Primal he swore to destroy. He unknowingly killed himself before the battle even begun. His only saving graces are breaking the seals of the Warring Triad and indirectly contributed to Nidhogg getting BOTH eyes. [Why the Warring Triad is not a mandatory thing for story progressing is beyond me and my comprehension.]
    (1)
    Last edited by RokkuEkkusu; 10-01-2023 at 12:52 PM.
    My Current Characters:
    Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
    Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
    Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/

    "Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn

  10. #10
    Player
    CrazyDude's Avatar
    Join Date
    Dec 2021
    Posts
    13
    Character
    Sabrina Darknight
    World
    Coeurl
    Main Class
    White Mage Lv 90
    I also do think Normal difficulty Raids and Alliance Raids need syncing too. Too many fights are missing the best parts of them the way they are now, especially in duties like A1N, Rabanstre, and Aglaia. So much of the fun there is being lost. Did you know that the first boss of Rabanstre has an "ultimate" ability that shatters the screen? I imagine most new people do not, as he is hardly ever allowed to get to that part of the script unless the group is extremely bad.

    There probably is more support for this than we realize. I firmly believe that most players are aware of the symptoms of the problem, but not the cause itself. I semi-regularly organize groups for normal difficulty content at min ilvl in PF (like Endsinger). Thing is, unless it's an encounter that could be rough at min ilvl (like one of the pre-2.2 ARR endgame duties), I intentionally omit it from the description to avoid scaring people off with the prospect of "hard mode" (a stigma min ilvl has gained from being almost exclusively used for Extreme/Savage content). I do turn on the icon to indicate min ilvl, but since players don't always actually look at those I get some people joining that think it's a regular run, and are ready for the same experience they've had before. It's always interesting to see the reactions of these players, and they are almost always positive - how much more exciting the encounters are, how much easier it was than they thought min ilvl would have been, etc. My point is that I think there are a lot of players that are aware of the inconsistency in encounter balance, and believe it to be a problem, but don't realize can be as simple as a lack of an ilvl sync.


    Normal difficulty content needs to be ilvl synced to the max ilvl available at the level when the encounter was current. It's as simple as that. Note that Savage Raid gear for x.0 patches are not available at the same time the normal content is released. I believe that should be taken into consideration as well (like syncing The Stigma Dreamscape and Smileton to ilvl 570 rather than 600). Balancing for x.0 content seems to be already designed that way anyways, those dungeons are having some mechanics skipped even now.
    (2)

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