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  1. #1
    Player
    Striker44's Avatar
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    Jan 2022
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    Uldah
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    Elmind Exilus
    World
    Gilgamesh
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    Red Mage Lv 100
    I'm confused what you mean by WoW-style...unless WoW did something very different in their current xpac compared to all previous ones, WoW and FFXIV have both always felt like "scripted dances" with "scripted randomness." I get the same "adjust to what happens" feeling from both games.
    (3)

  2. #2
    Player
    KageTokage's Avatar
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    Feb 2017
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    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I really do prefer more dynamic mechanics where you're having to actively observe/react to what's happening at every given moment rather then just analyzing an AoE pattern then determining the safe spot(s) to wait out the rest of the mechanic in well in advance.
    (7)
    Last edited by KageTokage; 06-08-2024 at 10:54 AM.

  3. #3
    Player
    KageTokage's Avatar
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    Alijana Tumet
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    Cactuar
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    Ninja Lv 100
    Quote Originally Posted by Striker44 View Post
    I'm confused what you mean by WoW-style...unless WoW did something very different in their current xpac compared to all previous ones, WoW and FFXIV have both always felt like "scripted dances" with "scripted randomness." I get the same "adjust to what happens" feeling from both games.
    WoW is generally only scripted with certain mechanics happening at HP thresholds and bosses otherwise largely lean towards having abilities with variable cooldowns that are not always triggered immediately and can force people to respond to it differently if it ends up overlapping with another mechanic. The mechanic design also tends to be simpler and less rigid but you are constantly having to pay attention at every given moment because you never know precisely when something is going to go off and there is much more dynamic adjusting needed on the part of the player depending on how all the factors align.

    XIV is almost entirely scripted with occasional "either or" situations like SoS EX or P8S where the order the boss executes certain mechanics in is random, but you always know they're going to happen eventually and precisely when. The mechanics themselves tend towards only having a few variations at most and generally involve some combination of differing orientation, different roles/players being targeted, and/or the mechanics used differing in some fashion (IE spread/stack, in/out). You generally already know at the start of a given mechanic how you're going to have to move based on what debuffs you're assigned, what role you are, etc.

    So yes, there is "adjust to what happens" going on in both games, but the extent and manner in which you're doing so is by no means identical. WoW tends toward feeling like a game of whack a mole, but XIV feels like memorizing multiple dance routines. I'm inclined to say the former is more mentally engaging in repeated plays, though.
    (3)
    Last edited by KageTokage; 06-08-2024 at 09:52 PM.

  4. #4
    Player
    Striker44's Avatar
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    Jan 2022
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    Character
    Elmind Exilus
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    Gilgamesh
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    Red Mage Lv 100
    Quote Originally Posted by KageTokage View Post
    WoW is generally only scripted with certain mechanics happening at HP thresholds and bosses otherwise largely lean towards having abilities with variable cooldowns that are not always triggered immediately and can force people to respond to it differently if it ends up overlapping with another mechanic. The mechanic design also tends to be simpler and less rigid but you are constantly having to pay attention at every given moment because you never know precisely when something is going to go off and there is much more dynamic adjusting needed on the part of the player depending on how all the factors align.
    I'm genuinely asking if you can give some specific examples of this, because I can't think of any. What I do remember from my years of playing WoW and doing Regular and Heroic-level raiding was having to use DBM...which specifically tracked the cooldowns of when bosses would be using their moves. The entire system worked because it was predictable.
    (0)

  5. #5
    Player CaedemSanguis's Avatar
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    Dec 2015
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    1,106
    Character
    Arome Framboise
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Striker44 View Post
    I'm genuinely asking if you can give some specific examples of this, because I can't think of any. What I do remember from my years of playing WoW and doing Regular and Heroic-level raiding was having to use DBM...which specifically tracked the cooldowns of when bosses would be using their moves. The entire system worked because it was predictable.
    Imagine that in p12s p1, there is an add that pops every 10s to 30s, and it can either rapidly cast "spreads" or "group" share at any given moment and even a few times in a row

    So on top of mechanics like trinity of souls, engravement of souls, superchain theory, you need to constantly pay attention to what the add casts and deal with both (spread or share timings + others mechs) and you need to choose between "kill the add asap" or "leav it for the moment as you can deal with either spread or share", some times the complete randomness will give you a very hard time (like for example triple spread while doing superchain theroy 1)

    So you cant say "If you got X debuff, you do Y", you need to pull and "train" so the group will know how to adjust on each patterns, but you will still need to pay attention to what's happening and you will not know which iteration you will get, you may even have a complete new iteration that you never saw before after 50 pulls
    (1)
    Last edited by CaedemSanguis; 06-09-2024 at 10:13 AM.