why should it? if 1/2 or 2/3 of the PT is badass i dont see why they should be hammered with a fail, just because mechanics dont alow for a recovery or progression through the fight. Its all about covering your weakspots in a PT. This is frankly not possible in FFXIV, where as in 11 you can do that, you can cover your PT weakspots with dedicated people that have the excellent gear/skill/knowledge. In that sense even if 2-3 of your friends arent a top notch player you can still take them with you, because you can cover the ground by your hardcore people. I still play FFXI, and we have people that dont have the gear/skill on the same playing lvl as our hardcore members, but we can do raids/events with them, because we can cover their weakspots. This isnt possible in 14.
This makes fights that much more interesting is if you can recover from an almost wipe.
But you then run into the problem of having people who will just get carried around, not really improving themselves and stay a dead weight... but still manage to pass the hardest end game raids and get the stuff they want, even if they're just mostly lying on the ground.
You then won't be able to tell who is "good" and who can't pass certain gameplay mechanics by themselves.
At least, the "team rope jumping" lessen that effect.
If you see a full High Allagan dude walking around, you know that, this player, has at least a certain level of skill and teamplay.
Oh I am not advocating to make things be done really by everyone or that you can carry everyone through the "current" highest endgame, by all means not. but for example stuff that has an "echo" buff should be steamrolled. This is not the case in 14 because mechanics still one shot people no matter what gear your party has equiped, in that essence the "Echo" fails because of mechanics. That is clearly a flaw in design/nerfing the content.
The problem is even in EX primal battles you cant take 2-3 friends with you that play the game occasionally. Some of that even applies to some hardmode battles. There should be a possibility that you can do relevant story driven "olde" fights with just 4 very good people, so you can let friends join in that are behind or need the clear or whatever.
I am totally fine if they design the current highest endgame content for 8 people partys for the hardcore people, but once you roll with the "echo" buff/nerf, adjust the mechanics so 4 very good geared people can clear the content so they can take friends with them if they wanted. This is what the Dev team failed to adress in alot of Trial battles, because the mechanics wont let you handle it differently then with 8 people. New players have almost no hope to advancing in FF14, at some point they hit a brick wall midway through they just cant climb over due to various reasons: lack of people doign it, difficulty wasnt adjusted correctly so people dont bother with it etc. etc. Those people will just turn away and unsub after some time.
Lets take for an example Delve 1.0 in FFXI:
- this event was originally designed for 18 people
- when it was released your ally had to have the best equiped or close to excellent equipment
- your ally had to apply the different job roles/pt roles perfectly on point
- only the hardcore could clear it at first
lets take a look at delve 1.0 after 6 months:
- the Dev team added skill+ on ilvl items so accuracy and attack wasnt much an issue anymore
- the dev team adjusted mob HP according to PT size. if you enter it with 6 people or less the mobs/NMs would have less HP then if you would enter with 18 people.
- various mainstream gear releases in between those 6 months made it easy to get properly geared for it np
- it was now possible to clear delve with a PT of 6 people and you could even take 2-3 friends along side of you if you wanted to get them the clear without much trouble
lets take a look at delve 1.0 after 9 months:
- various new gear releases and job adjustments have made it possible that you can 3-4 man delve 1.0
Last edited by Damane; 10-06-2014 at 02:25 AM.
That's a whole other discussion though. I guess you can tweak mechanics for old content. Still a lot of what you said before can be achieved on echo buffed content. You can clear it with only 7 or 6 players so yeah you can carry two other players. There have been twintania and titan wins with even 4 players.
Last edited by Edli; 10-06-2014 at 02:52 AM.
As Edli said, it's debatable.
But that made me think about something: the current echo buff is poorly designed. Or, at least, only helps in a non-instalkill situations.
As you said, stats only won't suddenly make a bad player avoid Twintania's dashes or tornadoes. It help getting through a few "checks" but it doesn't keeps you safe from some insta-death stuff.
I'm currently fine with it, but I would like to see another kind of echo for really late people.
For example, when 3rd Coil will get its weekly restriction removed, everyone, at that point, should be able to down T5 no matter what. It's currently the case with HM primals (except for Titan, which still has some insta-death stuff, but most of the deaths at Titan don't come from Landslide. Plumes are the real killers here, and that can be avoided with echo+overgear).
So, what can we do against insta-death stuff which will hold some people back? Well, I would actually like to see an Echo buff which, instead of giving you a stat buff, would allow you to die once, and then get you back up automatically at the same spot you died, with a little complete invulnerability frame (so you can get out of T5 fire, for example) and would not give you the "revived" debuff.
This would allow your whole team to survive a team wipe because of, say, a failed Twintania dash or a late Twister escape. Same goes for Primals "Ultimates". For example, Ifrit's nails would be completly optionnal (you would still have the option of doing it in order to boost your LB bar up) because the team wipe that would follow will be completly negated.
Obviously, this "echo rez" would only be put on very old content which can hold people back.
Last edited by Fyce; 10-06-2014 at 04:09 AM.
Two would be 1/4th of your party. This would also turn around to how the party size restriction can lead to problems like this, but you can't add more players either because of the 8-member enforcement, and the nature of the fight mechanics making it unfeasible to add more players anyway. You might not see it as a bad thing persay (and I don't either, to an extent), but it just further enforces people playing with a small collective group and essentially locking out others who can't get into or find one)
There's also the problem that if the tank dies, the party dies stemming from the dps (or anyone else in the party) being unable to tank for even a second and no contingency plan to do so (especially the case if the fight has a mechanic that keeps the OT occupied at all times, such as adds or stacking debuffs). Sure the DRG has keen flurry (which is next to goddamn useless because PLDs and WARs cant cross into it), but chances are, he (and any other dps) will still get one shot'd to an auto attack.
Being able to recover with losing 1/2 members shouldn't be possible under most circumstances. I mean it shouldn't sentence the entire party to the wipe when the boss is down to like 5% or so, but if half your party is dead (out of eight), it's essentially a carry at that point. But like OP has mentioned, the mechanic-driven nature of the fight discourages from having 1 or 2 people messing up that it will lead to a wipe, and as mentioned above, make you bring the same people in over and over just so you don't risk having a new person be unfamiliar/unexperienced to the mechanics and wipe the entire raid. This sort of thing allows for no lee-way or room for compromise (such as outgearing or echo in the case of T5)
Last edited by RiceisNice; 10-06-2014 at 12:41 AM.
For the record I disagree with the OP. Mechanics is the way to go, so long as dps/heal checks are added for appropriate challenge. But mechanics should by and large drive the fight. For the most part, SE has done well with this.
Take primals for instance. Even if you execute flawlessly, you will lose automatically if you dont meet a dps threshold. In some primal fights its an auto-loss if tank doesnt meet an hp threshold, or the healer doesnt meet a heal threshold. In other words, skill/ilvl absolutely matters in these fights. Its not as simple as memorize and win.
Now could there be more challenging dps/gear/heal checks? Sure. But they are just checks..phases if you will. When they become the driving force of an encounter then its simply a faceroll. Not exactly fun or challenging.
DPS checks, heal checks, tank checks are secondary. you can have the best geared tank/DPS/healer, if they cant dodge for shit because of different reasons (not knowledge of the fight/lag/whatever else) you have lost, period. Gear plays a role, but its rather on the 3. place. What matters more is: 1. mechanics, 2. job knowledge/ability rotation/combo rotation after that gear ties in as 3. however mechanics make it impossible to recover in almost any case.
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