



Your experience, not mine. I still cannot deal fast enough with the wind/fire blades, and my brain literally shuts down with the moving AoE/donut lines. Rest is fine, nothing worthy of note.
But your narrow-mindedness is duly noted.
Secretly had a crush on Mao
All of OP's post can be condensed into "I am not very good at the game but I refuse to try and get better." hth.
The 14 forums are where awful players go to yell into the void the only issue is that the void then listens.



Help I stood in the yellow
I'm a bit flabbergasted that we've had multiple threads now of players admitting that they're having trouble with the DT fights because the pacing is too fast/overwhelming (with a few announcing departures too), and we have people here that still seem confused about why those players have difficulty with those mechanics and dislike them - all while mocking to git gud of course.
I don't believe there's anything wrong with taking inspiration from other game genres, however it does become a problem once it starts popping everywhere in your own game where it doesn't fit. FF14 wasn't initially built with this pace in mind, and the battle system we have currently seems to have been built upon with duct tape.


This to me sounds the problem is more about the pace increase of mechanics, rather than the mechanics themselve being difficult.
I have tried uwu as well (although, only reached halfway in a somewhat reliable fashion), and can compare this to m8s to some degree. m8s feels significantly faster, and is far more strict in positioning. Uwu up to its transition only has ifrit dashes and titan stones as effective walls, and most of it can be handled by barely having to move. m8s is almost constant moving around. Reaching phase 2 there is then suddenly a huge change as the entire running reduced quite a bit. Compared to the other fights, i found it significantly more relaxing to play that part. Its not easy as there are still a lot of things to watch for, but there is just more time to act (and mistakes are still punished hard - usualy 1 dead player means wipe).
The generaly slower uwu pace in the beginning to me just feels better for most fights. And on that i do agree a lot of fights just feel like an extreme dodging simulator. But then i also look at the stormblood extremes, and on that i will take any DT or EW extreme over it. The EW and DT extremes just have more in them that make these fun to me. More variety in mechanics. And on that, zoraal ja ex only has its problem when you get the line with aoe's moving acros the arena, as that is quite some visual clutter. Its not realy hard, but because there is just too much being shown, its hard to filter out what is relevant and act on that. And thats where i think the game has gone down. Visual clutter in fights is very quickly going to get people tired and cause them to make even more mistakes. This is not a good thing.
But if i for example look at zeromus ex, that fight doesnt have a lot of clutter going on, even though, it has a fast phase with a lot of delayed effects going off. Its however a very static pattern in it, so you mostly just need to focus on yourself and you can isolate most visuals through that. But even here, a lot of bright flashes, which could have been reduced without problems.
I think thats they key problems of fights these days: Everything must be flashy. A dull looking fight like garuda just wouldnt cut it anymore.
There is something a lot of the "git gud" people you refer to seem to ignore: difficulty is not binary, or linear. There are all kinds of difficulty a game designer can implement, and different people will have different issues depending on what kinda difficulty is being used. What comes easy for one may be awfully hard for others. Just look at how Hades 1 and 2 implement optional difficulty. I guess quantum is the FFXIV equivalent, but since I have not seen how the offerings affect the boss, I cannot properly compare it.I'm a bit flabbergasted that we've had multiple threads now of players admitting that they're having trouble with the DT fights because the pacing is too fast/overwhelming (with a few announcing departures too), and we have people here that still seem confused about why those players have difficulty with those mechanics and dislike them - all while mocking to git gud of course.
The type of challenge that fights in FFXIV provide has changed over the years, and obviously, that can not be for everyone. At this point, to me, it feels like they are trying to create a fast paced action fighter inside of a tab target MMO.
Another thing I see people fail to properly express is the lack of engagement. Taking dungeons as an example, there is a lot of people talking about difficulty in dungeons, because it is the only way they can imagine to feel engaged in a dungeon again. But just as with difficulty, engagement and fun can come from many sources. Like actual class depth, more variance in gameplay loops for classes, or perhaps just a different pace. (Or possibly not having the same dungeon for 8 months in expert rotation)
Personally, I don't see people asking for extra bits of difficulty in dungeons because they were not challenged enough. A lot of people were simply bored. Like Yoshi-P himself, who did say he feels like falling asleep when playing a dungeon.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
Most people complaining about the game not changing enough aren't talking about encounter design
It's usually job design
Agree. If you can kill old Savage when it was current, you can kill Zoraal Ja. There's no personal responsibility whatsoever. Half the people farming it just follow the party to begin with, and those who do know where they're going typically do not mind that. He stands around and does literally nothing for several secs at points in the fight, most notably the silly long time it takes for his raidwide, as well as his phase transitions to go off.
Midcore is when you take a look at an Ultimate, nod along sagely to a guide and decide to do it when you get 12 months of uninterrupted vacation, which is to say: never.
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