I found the third boss pretty challenging, but the other 3 were pretty easy compared.
I found the third boss pretty challenging, but the other 3 were pretty easy compared.
I haven't done the latest tier but if it's anything like the first two, there has to be one or two decent fights in it (for casual content). Maybe third tier is underwhelming which would suck.
My point being if you're going in and expecting more than one of them to have interesting mechanics I think your expectations are too high. I personally wish they were harder but for 24 man it seems like they're not going in that direction.



That "First Form, Second Form, Third Form" business confused me for a while. At first I thought the arrows were pointing at the symbols of the Twelve around the edge of the arena, and I'd have to anticipate an attack based on specific gods. I had no idea what was happening or why, the first couple of those. Just happened to see the "circle" shape light up on the boss later on, and saw the resulting donut AoE afterwards, and eventually clued in.
I'm still not sure about the left/right side attack of that mechanic, it was all kind of a blur. After the boss dashes forward, does it do the attack right away or does it turn to face the party and thereby reverse the side you have to dodge? (As in, if the right hand glows, is it OUR right or the boss's right?)
Last edited by Fyrebrand; 10-04-2023 at 12:23 PM.




Sure, but I'd still take Ivalice over what we have now where the bosses spend more time teaching us what a knockback looks like and how to deal with left/right/in/out mechanics before anything remotely interesting happens. Like they're spending 3-5 minutes teaching us things we already learned in the level 81-90 dungeons (and Trials). They didn't need to wait until Thaliak does his Tsunami a second time to throw in the balls. He could have done that first thing in the fight. Same with Left/Right (btw we're taught this twice in the same raid) attack. He could do his Zodiark spinning board + Left/Right first thing, rather than later.
There are good ideas in the raids (except Althyk and Nymeia. That fight needs to be remade overall and Althyk suspended for lethargic play), but they're hidden behind tutorial mechanics and since we can't skip them and already outgear the bosses, we rarely, if ever, get to see them. Final boss is also disappointing since they don't really mix 2-3 mechanics together. It would have been nice to see Triangle AoE's appear during the Blue/Yellow flower mechanic, as well as Menphina's Halo/Ice Triangle AoE during the Fan Dance (making it so the players pay attention to which side is actually safe). Also more party mechanics would have been nice, too.
Funny thing about this is that Thunder God Cid also does one mechanic at a time (seemingly every 30 seconds maybe?). However they're quick and most of them require party coordination. He also teaches us his mechanics one at a time, but most of them are new and more complex (usually things that can't work in dungeons/trials due to not enough players), as well as punishing if done incorrectly.
Last edited by Nestama; 10-04-2023 at 12:38 PM.
My only huge complaint about the whole Myths of the Realm series is that each tier only had one boss theme and one unique theme for the final boss. Compared to previous raids where bosses usuallu had different music playing for them.
Its such a missed opportunity on the music department where they actually couldve gone above and beyond and write unique themes for each of the Twelve.




Wrong. I like most of the content outside Island Sanctuary, Criterion Dungeons, and FATES. As for those "better days" - I joined XIV 3 years before you had.I like 90% of FFXIV. This raid is easier than 90% of normal content. While you like the "new direction", most content in the game comes from better days. You like a very small portion of FFXIV (Endwalker) and seem to dislike a vast majority of the actual content here.




I still don't think those were ever that hard. I never even used to believe people had trouble with Orbonne because I didn't experience any difficulty with it, but I saw in my linkshells that others had poor experiences in it. I actually think that parties got worse at it when it was no longer current, because after that there were more first timers doing it who weren't familiar with the mechanics. Then when the Echo got added to it, I found parties were still struggling which was incredible after there used to be no problems when it was current.
And really Weeping City was something people wiped to because the mechanics weren't intuitive. Most people had to wipe to learn them or watch a guide or see what players explain in chat. SE just doesn't do it like that anymore and want mechanics to be reasonably guessable on the first try.
All the times I joined Ozma in-prog and saw someone complaining, once the person who complained left and a replacement joined, the raid 1-shotted it, suggesting the complainers attacking everyone's skill were usually the problem themselves.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Ozma was a really striaght forward simple fight. Draw back was one or more people screwing up more often then not would wiped out a party..I still don't think those were ever that hard. I never even used to believe people had trouble with Orbonne because I didn't experience any difficulty with it, but I saw in my linkshells that others had poor experiences in it. I actually think that parties got worse at it when it was no longer current, because after that there were more first timers doing it who weren't familiar with the mechanics. Then when the Echo got added to it, I found parties were still struggling which was incredible after there used to be no problems when it was current.
And really Weeping City was something people wiped to because the mechanics weren't intuitive. Most people had to wipe to learn them or watch a guide or see what players explain in chat. SE just doesn't do it like that anymore and want mechanics to be reasonably guessable on the first try.
All the times I joined Ozma in-prog and saw someone complaining, once the person who complained left and a replacement joined, the raid 1-shotted it, suggesting the complainers attacking everyone's skill were usually the problem themselves.



I have to agree with the take that mechanically, all three raids were too easy/not entaging enough. Visually and story wise, Myths of the Realm was a huge joy for me. Mechanics wise, for the first time maybe yes, but after the Nier and Ivalice Raids (my favorite content in the game, except Bozja and Eureka), I came to expect more engaging content than what we got.
For me, the more engaging difficulty comes with having to rely on other players and alliances to execute mechanics correctly, apart from the common stack/spread we get way too much of, and also, I'd wish for mechanics that have a bit more consequences if not done right. It felt like for the current raids, as long as one player knew what to do, others could just follow along and wing it, and that's really boring.
Not every content in this game has to be challenging, but I feel like in Endwalker they completely got rid of content that hits the sweet spot of not being too hard, but also not too easy.




A lot of the reasons why people wiped in Orbonne (TGC) is because TGC had many mechanics that actually required individual party members to handle mechanics. So if someone who was just hoping to be carried was given the bubble of responsibility, they'd "panic" and just plop it somewhere inconvenient. Dusk Blade also did a fair amount of damage if one wasn't filled enough. Two exploding more or less guaranteed a wipe. Then there was the tether that Tanks absolutely should never EVER have on them, yet for whatever reason some tanks really wanted to roleplay as Darkness. Every mechanic was simple and easy to figure out, but the individual responsibility made certain players panic.
One thing I fondly remember are the wipes to Hashmal in Rabanastre. He's not brought up much due to ilevel destroying him, but his DPS check and dust balls were a menace and caused many wipes.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



