snip this entire topic and post pls

snip this entire topic and post pls
Last edited by DarkBahamutZero; 02-25-2026 at 08:05 PM. Reason: snip
Could you provide examples of normal raid mechanics that are challenging and fair in comparison to ones that are not? Just to get a better understanding of what to build upon.

are these challenging mechanics in normal raids in a room with us right now? cause i dont see them

Dawntrails raids and EX trials are largely the most positive changes to-date, with majority of the community thinking they far exceeded their promise of improved battle content.
But it is fair to say that when the story is somewhat lacking, that there is not as much of an impact for the trial or raid either. If you look at something like Eden and compare it to Arcadion, it is clear that one is much more emotional and heavy, while the other is about steroid usage and bees.
So ofcourse when you actually fight the bosses you're going to have a different response. Same can happen with the MSQ, but that doesn't necessarily always mean it's bad.
Arcadion still has a pretty decent story overall, surface level, but in it's own fun way it's serviceable. But where it excels at is the fights themselves, that much is clear.
TLDR; When story is meaningful, interesting & fun, it will effect the enjoyment of the battle content naturally.
If you think normal raid mechanics are on the level or Ultimate mechanics you are deeply delusional I'm afriad.
Normal has nothing even close to run dynamis omega, dive from grace or even M4s Idyllic dream.
All Normal raids amount to is don't stand in the aoe and if you can't do that than maybe mmos aren't the genre you.



Seeing as I witnessed today at least 3 people dying to M5N's frog points to the left or right mechanic today... if that is ultimate level difficulty I think we are talking about two different games. That is neither challenging nor unfair. Maybe it's the direction they're pointing? Maybe it's the fact he tethers them which brings attention to the frogs in the back?
I hope we're not going to repeat the conversation once again of "if boss lifts left arm, maybe they are cleaving to their left" instead of waiting for an orange aoe.



Not them, but I can see where they're coming from. As an example, compare the Shadowlord, the final boss of the first 24man of DT, to the equivalent for HW (Echidna, Void Ark). It's night and day how much 'do the mechanic or die instantly' there is in the former, compared to the latter. The bit after he first breaks his armour off, where he does 3 cleaves, then a copy of him does 2 cleaves, then he does a half-room, then his clone does a halfroom, all back to back within like 10s of each other... There's simpyl nothing that mechanically dense in something like Echidna
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE
That's not a normal raid, that's an alliance raid. However I do acknowledge the rise in how much attention you need to pay. However I'm unsure what's unfair about it, as you won't cause a wipe to the party if you happen to die. I'd think that something like Ozma, where many people died due to improper comet placement, is more unfair.Not them, but I can see where they're coming from. As an example, compare the Shadowlord, the final boss of the first 24man of DT, to the equivalent for HW (Echidna, Void Ark). It's night and day how much 'do the mechanic or die instantly' there is in the former, compared to the latter. The bit after he first breaks his armour off, where he does 3 cleaves, then a copy of him does 2 cleaves, then he does a half-room, then his clone does a halfroom, all back to back within like 10s of each other... There's simpyl nothing that mechanically dense in something like Echidna
people liked the valigarmanda tower mechanic and now doomtrain.
everything else is pretty much the same as always, isnt it?
well, in terms of ex trials
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