I wonder if SE will touch this subject between hardcore players that down content vs those that are struggling for 2.3 or their planned expansion in the upcoming live letter.
I wonder if SE will touch this subject between hardcore players that down content vs those that are struggling for 2.3 or their planned expansion in the upcoming live letter.
OP mentions how the fights before T5 are more balanced and the Second Coil is where mechanics start playing a mayor role, he also mentions this for EX Primals where I agree they are somewhat mechanics based but not as heavily based around them so personally it's not as much of an issue. So yes, while they might like the mechanics before T5 they really should experience the Second Coil before forming a solid opinion about what the OP is talking about on that subject, but also feel free to use this argument against myself since I haven't beaten T9 therefore I can't criticize it, which I haven't mind you.
Wow, now that's a good translation!
I can't agree with this post more, it accurately describes what's wrong with this game and I'm glad someones finally been able to put it down in words.
It's funny when you find out that most of the people praising the OP are people who have not experienced the second coil.
Like I've said 100 times, this is the outcome of easy/simple class mechanics. You can type on google "(insert class) rotation FFXIV" and after some practice you're just as good AT THE CLASS as most people. You may not be able to dodge well, you may not be able to keep tracks of lots of things, but at its core, you are as good AT THE JOB as most people.
To make up for such easy class mechanics, you have to make the boss mechanics hard.
Great post OP, unfortunately i have already lost my faith in the development team of ffixiv ARR, i always though this system was here just because of the little time they had to balance the game (the hardest duty), but every update have been disappointing and changed nothing, so looks like they will keep the battle this way.
This post missed a point, lack of hard/group and useful open world content, i can understand party limits (not restrictions) on instanced content, so a good way to make not limited party content would be useful open world endgame content, and those fight would also be free of unforgiving gimmicks.
Wow, couldnt have said it any better. You win this thread.Ok, so I'm going to be the detractor here. I will preface this with some of his arguments are good, but many are a conflict of interest for the continued success (measured in subscriptions) for this game.
To summarize, I feel this specific writer either can't handle mechanics themselves, or feel they're at the mercy of other players that can't, and want the battle system watered down to where it becomes so simple that people barely have to think or react. This might help lesser skilled/casual players get through the content faster, but on the same hand they'll be in the same boat as the hardcores (who will clear everything within the first week of it coming out) who get bored after doing content after so long.
(I notice I use "you" a lot in my post, it's not directed at the OP)![]()
Except even if an individual, or 7/8 individuals master the mechanics if there's even one person who doesn't have that grasp of the mechanics the end result is the same.A fight only becomes tedious from repetition once you master it.
Otherwise you are just looking for blame outside of your own inability to improve. Although... I suppose you could get tired of sucking at a fight. Well, that's the game right there telling you "You suck at this"
It doesn't matter if you have 1/8 people who don't understand the fight or 8/8 who don't understand the fight. You'll still be put into potentially unrecoverable positions with one critical mistake. That's basically the point of the blog post, even though people have tried their hardest to twist it out of context. The 7 people who aren't messing up can't carry the one person who is under-performing because the encounter is basically designed to be unable to kill you as long as you know the rhythm of the jump rope. If one person trips though, everyone is forced to fall over.
You can overgear for certain encounters in order to make up for deaths (Particularly fights with echo buff currently in them), but you can (At least currently) not overgear to the extent that you can make up for another player not performing up to task in the cutting edge end-game content. Your only option is to remove, replace, or just wait and hope they eventually figure out. Because people don't want to wait, the former two options are employed. That's what the post is attempting to drag out. There's virtually zero room for individual player skill because you're being evaluated basically on how well your group can respond to the pre-set pattern rather than the ability of three of four players being able to be an exemplar of playing their job and being able to make up for the mistakes of party members who aren't as skilled. This leads to hardcore players being frustrated because they have to find the perfect group who won't make any mistakes, meanwhile other players are basically excluded entirely.
This is completely untrue. There are few mechanics which will outright kill the raid if failed by a single individual. One very good healer can maintain the workload of two for a period of time, allowing recovery. Exceptional DPS can cover for the lost DPS of poor DPS. There is also a large skill component in executing mechanics (especially those involving lots of movement/concentration) while losing as little DPS/HPS as possible.
Tank/spank fights are a prime example of ~zero skill fights though, and why FFXI's skill ceiling was laughably, horribly low (as well as lacking any complexity/speed).
There you go. Another one. I wonder why if the jobs are so easy to play why you can still find HUGE diferences between DPS's in the game or even tanks. Even in the fights that let you dps without having to move that much.Like I've said 100 times, this is the outcome of easy/simple class mechanics. You can type on google "(insert class) rotation FFXIV" and after some practice you're just as good AT THE CLASS as most people. You may not be able to dodge well, you may not be able to keep tracks of lots of things, but at its core, you are as good AT THE JOB as most people.
To make up for such easy class mechanics, you have to make the boss mechanics hard.
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