No Git Gud and press your Buttons corectly
No Git Gud and press your Buttons corectly
This is a hot take, but they are definitely going to start going towards DPS checks in normal content, though no idea when nor to what extent. They provably can't support mass battles because doing either super fate at launch shows how much the server is choking to death, and if they go too far in the visual flare route and randomization people will get caught in a tarpit due to job rotation design. Even on viper right now there are points where you're so focused on the hot bars that the only way someone can dodge is by memorizing when the attack happens regardless of the visual effect. This is doable in extremes where people are coordinated, but in normal content where things target people and they run around without a clue of a position, or someone is in a small 4 man dungeon, you're going to get cleaved in two a whole lot.
Last edited by Colt47; 07-25-2024 at 02:36 AM.
No need to nerf them, they are fine as they are. And people will outgear them so fast anyway, it wouldn't even matter.
If you have problems with mechanics, that's simply on you. Don't stress out, just take your time and learn. If you didn't watch a guide before (most people probably don't for dungeons), it's your first time and you die, I mean...who cares? It happens, it's called trial and error. Sometimes you need to see a new mechanic multiple times before understanding it. Nothing wrong or bad about that. If, however, you die to the same mistakes again and again and again without any improvement whatsoever, I guess you'll just have to try a little bit harder...
Personally, I had tons of fun with the new dungeons, especially the two post-MSQ ones. It was so fun to wipe to the first boss of a dungeon after such a long time, my whole party was full of first timers when we got into Tender Valley and we all were having so much fun with that damn first boss, it was glorious chaos. Caught us all by surprise, but damn, a good surprise it was!![]()
Me too, Erenville, me too
1 shot the dungeons every day, hate the boss too but I do it and move on with my life. It's once a day at best and I'm so bored during the dungeons that I eat chips and vape and watch vids on my phone. Everything is easy and boring wake me up already.
Edit: I heal in expert and have never failed a dungeon longest run was 30mins once, and the rest have been cozy at 15-20mins In current gear which is normal at this point in the cycle for new content.
Last edited by Cyllia; 07-24-2024 at 11:47 PM.
Reviving this thread because of Yoshi P Famitsu interview, just so y'all know where we going:
https://www.famitsu.com/article/202409/16065
"【FF14】吉田P「IDなどのコンテンツ難度は国内外から”これくらいが楽しい”といった意見も沢山ありしばらくはこの方向で続けていきたいと考えています」
http://blog.livedoor.jp/umadori0726/.../61775098.html : #FF14
Translated from Japanese
[FF14] Yoshida: "We've received a lot of feedback from both inside and outside of Japan about how difficult the content is for IDs and other content, and we'd like to continue in this direction for a while.""
I'm all for an Expert dungeon being difficult, but there IS a lot of visual clutter in that fight specifically. Just reducing the number of adds running across at a given time might help a bit. Not by a lot. Just maybe 2 or 3 fewer at a time.Yoshida himself said that this time the word expert in expert dungeons will mean something.
You have your story dungeons. The others are not needed so no there should be no nerf.
There is a time and a place for casual dungeons but this isn't it.
I agree with the posters before me. Do not listen to OP.
Y'shtola's Disciple and Acolyte
Gaia's husband
Pronouns are My Lord/His Excellency
Please respect them
They don't have to nerf that fight, but the hit boxes of those puppets do need to be adjusted.
In the Arcadion M2 you can get real close to the hearts to weave between them without an issue. In this fight, if you do the same you'll likely get caught. Their hit boxes are a little bigger than they likely should be and when you add latency into the equation you find yourself occasionally being caught when it seems like you undeniably avoided them.
Don't alter the fight, just tighten up the hit boxes so if the puppet doesn't actually touch you, it will not grab you. I think that would alleviate a lot of the concerns people have about this fight.
A lot of the dodging I think tends to be reliant on ping since these kinds of fights actively hurt casters that aren't BLM. While they have tools, it can be difficult at times due to how the Noggins track you(based on proximity, believe it or not - just like a certain honey bee does).
As people have stated the zombies have wonky hitboxes and the fight is visually a mess.
I'd be fine if they reduced the number of zombies at once or something but realistically, once it is out of expert rotation you basically never have to worry about it again.
I don't get why people call the first boss hard. It's annoying as hell and I hate it because being a nuisance isn't difficulty to me, but I've never seen a wipe to it and it's honestly not hard to clear it at all - it has 2 mechanics. Boring.
I'd honestly prefer it if dungeon bosses were harder than they are now and had more than 1 mechanic lmfao. I think that's my gripe w/ the first boss of Strayborough. It is not hard, please god do not provoke the dev team into nerfing dungeon encounters after we finally got decent ones.
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