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  1. #1
    Player
    Elusana_Celah's Avatar
    Join Date
    Dec 2014
    Posts
    563
    Character
    N'ico Yazawa
    World
    Twintania
    Main Class
    Arcanist Lv 74

    Adapting to situations in fights (Mainly for end gamers)

    With FCoB losing its lockout, people who mainly stuck to statics have finally started merging together into a melting pot. I'm seeing people I never saw before now and it's kind of interesting lol.

    But you know something that has been bothering me for awhile even before the lockout removal is people's ability to adapt to make up for mistakes made by someone. FFXIV has a lot of content where mistakes are unforgiving but in some instances a little ingenuity and proper decision making can make the difference between a raid wipe and a success. I see far too many players just allow the mistakes to happen, no attempts at recovery or ingenuity then yell at the person who messed up. I mean yeah it is that person's fault for messing up but if you can recover from the disaster and push on isn't that better than restarting from phase 1?

    The issue with FFXIV is that if you aren't recovering from disasters and simply placing blame at recoverable mistakes, you will end up wiping more. Why? Because we're all humans and humans cannot executive something perfectly every single time forever. Some people make less mistakes than others but everyone makes these moments!

    What I want is players to give examples of player derps that, with some creativity, can be worked around and still lead to a successful clear.

    I come with some examples of what I mean and feel free to comment some of your own examples:

    1: In T9 someone derps a fire out when it's supposed to be fire in. Nearly everyone calls the person out after we wiped due to it however... there isn't any reason everyone else can just move away from the person spacing it instead of standing there, forcing a raid wipe and yelling at the person who botched the fire. Yes that person definitely made a mistake but adapting to that mistake could have spared having to start all the way over to phase 1 again. If the majority of the raid is focused enough, you can even run away from someone spacing it during a thunder :P

    2: T11, you know you need to move a certain direction during tethers but your partner is moving the wrong way and will potentially cause a raid wipe. Well stand your ground and move away from your partner. Yeah, you two are going to die but it's better 2 deaths there than the whole raid... I mean unless you're both the tanks or the two healers are tethered together (then it's game over anyways but if you got a chance to make that sacrifice to save the raid, go for it.)

    3: T10 charge, ok so you have 5 people with HL on them and it's a charge with no tether? Let the person with charge die rather risking more than one death. Offtank gets heat lightning and has no cooldowns to survive the charge and main tank isn't tank swapping? Fall back and let the person targeted with charge die. If you have a scholar designated to preys and the scholar misses a prey and there is no time to stoneskin it as white mage, well stoneskin the person anyways so they don't die by the blast at least.
    (0)
    Last edited by Elusana_Celah; 04-01-2015 at 03:37 AM.

  2. #2
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    The main thing is that people just usually steal whatever the first widely accepted guide comes out and they just think that is THE WAY to do the fight, and that's it. My group gets done before most in raid so we have made our own strategies, and most of the time later in farms or whatever people are like what is this? I just wish people would come up with what works themselves and be able to react to things instead of have a set "if it is not this exact way we lose" like you said. That's rarely the case.
    (2)

  3. #3
    Player
    Malevicton's Avatar
    Join Date
    Sep 2013
    Posts
    969
    Character
    Zappa Dattic
    World
    Behemoth
    Main Class
    Thaumaturge Lv 60
    Agree wholeheartedly - which feels strange after that last thread, but w/e

    Other examples

    t5: someone drops a conflag right in the group. Just move away from him, easy-peezy.

    Angry Mainyu: Had the tank turn him towards a different direction once. Suddenly everyone forgot how the red/blue mechanic worked.

    Cloud of Darkness: People, either trolling or on accident, dragging the first aoe through people. Sure, he shouldn't drag em through the group, but did you not see the series of explosions headed your way?

    Edit: Makado brings up a good point as well. Most people just execute the guide without knowing why the guide works. Hard to think of a plan B on the fly when you don't even know why plan A was working.
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    Last edited by Malevicton; 04-01-2015 at 03:30 AM.

  4. #4
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    looking specifically at fcob, there's a lot of situations where truly good play can be adaptive if someone fails their job:

    -wrong way on tethers? compensate or kill your partner depending on whether or not streams will cross
    -<insert t10 mechanic> here? holmgang, hallowed ground, heavy use of mitigation buffs can save a target that's going to fire electric burst. be ready to accept losses and top off for electric bursts if you're having problems, you're i~125 now, n b d
    -bad brand touch? are you twelve or something just pass it back to the designated target(s) next flames cast
    -never forget that anyone can touch bluefire
    -never forget that anyone can be in the fountain of fire
    -never forget that basically anyone can do any t12 mechanic with sufficient healing

    -why am i a hildibrand

    also: if your healers are playing catchup and can't prep for high raidwide damage like nerve cloud, flames of rebirth, etc, never forget that you have a tank lb (not really applicable for giga flare since you need to save meter, but that's because bahamut is designed to be a fight that tests your ability to stay consistent)
    (0)
    video games are bad

  5. #5
    Player
    Elusana_Celah's Avatar
    Join Date
    Dec 2014
    Posts
    563
    Character
    N'ico Yazawa
    World
    Twintania
    Main Class
    Arcanist Lv 74
    Quote Originally Posted by Malevicton View Post
    Agree wholeheartedly - which feels strange after that last thread, but w/e
    People are going to have disagreements at times even the best of friends :P

    The guides may be the biggest issue. Perhaps the problem lies in a disconnect of understanding of what exactly the mechanics are DOING. I'm only able to adapt to fights because I know what the mechanics are actually doing. But if all I knew was that a guide told me this way works then it becomes infinitely harder to adapt and therefore a lot more wipes tend to happen.
    (0)

  6. #6
    Player
    Ophie-Mio's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    486
    Character
    Yoongi Mio
    World
    Mateus
    Main Class
    Scholar Lv 70
    I've found that the reason why people don't adapt to certain failure of mechanics or deaths of certain DPS or one tank, is that people just give up.

    I know that as a healer for our FCoB, when a death happens at a bad part, our DPS lose focus and the WHM in my group becomes scatter-brained. I'm not even sure why that is because these fights are more forgiving in getting back up on your feet than the SCoB that came before it.

    For us, one time that actually happened...

    T11, tethers. Something happened and two groups just failed at it really hard. Our WHM was losing it MP wise, did a raise and went to helping tanks, and I just decided that I didn't feel like raising three other people. So I just WHM LB3'd and we finished the fight just fine with a Protect back up. Our DPS was strong enough that we made it before enrage.

    With T10 charges, if too many people get hit by the heat lightning, just let the one person die. Better than having multiple die.

    T12? Our group finds this turn so easy so we've never had any problems.

    T13? Well...any death, I just end up smacking the WHM upside the head.
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