


Most of the mechanics were already in previous contents.
And "dodge AoE, kill adds fast" is standard knowledge
Last edited by Felis; 07-26-2015 at 06:55 AM.
Mechanics are explained, via guild hests and well prelimary dungeons/trials.
Their flowchart for skill use isn't, hence a lot of poop damage
Tanks whom can't rotate a target, most people don't even know there is an enmity bar in the party list.
A lot of the time mechanics aren't the issue and failing on mechanics themselves is particularly minor since those are learned naturally (unless you watch a guild) by bopping your head on them. Handling tank busters is in the same vein as encounters have different frequencies of attacks.
If a person however hasn't learned how to deal out their damage...then there is a problem. I did a quick look through active help.
Use combos to deal damage. Learn when to use Astral Fire & Ice. Thats basically what it tells them. The latter expects them to piece together the puzzle based on the explanation of the mechanic. Unfortunately something to consider this is all put at the initial stages. What you're doing @ 50, @ 60 isn't necessarily the exact thing you did at level 5, you have dozens of additional skills. Should you be leading with Thunder 3, 2, 1, or not at all? That's not explained to them. Does Phlebotimize take priority over your chaos thrust combo? Not explained. Unfortunately the finer details as players gain new skills are not explained for how players should then incorporate these skills.
Intuitive players take this up, or study their options and figure it out. Other players look it up. Then there are players whom are not intuitive and don't look things up. They're fully capable of doing their job, but they don't know how to do the job and the resources that explain things to them are based on the initial skills of the first 10 levels the majority of the time.
While most of this might seem "obvious" how to use, it's become rather clear to me that it isn't and that many players do not look for guides when they are lost.
Last edited by Hundred; 07-26-2015 at 07:30 AM.
You're asking for a fix for stupid here. Because that is what is holding you back.Not because I didn't do my part. But because every group had half of the players causing the group to wipe and wipe and wipe until finally the 15 minute limit came up and someone would start up the abandon duty.
I'm not saying they shouldn't be allowed to do them. I'm saying anything required for the main scenario shouldn't be difficult but fun. Other players shouldn't be held back from their gaming time. Especially if the time they have is precious on a video game, because a player decides to not put %100 effort.
If you cant DF something, then ask for help from friends or with the PF. But dont expect to DF something and have everything go perfect.
Funny thing is, it's the game's difficulty curve that causes this issue. I played Wild Star at launch, and the conditions in that game were punishing by comparison to FFXIV:ARR. The very first group dungeon was at least as hard as Titan (hard) when it was first released. Yet we had less deaths and would punch through it eventually because the game never held anyone's hand like FFXIV:ARR did to begin with. Yes, Wild Star went way too retro for 2013-14, but it was surprisingly consistent with its difficulty. Not so with FFXIV:ARR.
I actually remember coming back to FFXIV:ARR after playing Wild Star for a bit and commenting on how easy everything was. Also nailed Titan (Hard) with zero practice after returning![]()

This isn't the problem with game design but a problem with some of the player base. This fight isn't hard as long as people KNOW THEIR JOBS and are PROPERLY GEARED. It's usually a and issue of one or mostly BOTH of those things that causes problems. I'm not saying it's you, because it could just be the rest of the party and it's impossible for one person to carry them all in that fight.



Exactly this. Wildstar had 10 times harder content and it was not a problem because of it's comunity. Here people go nuts when we get content like Chrysalis or Steps of Faith which requires them to use brain a bit.Funny thing is, it's the game's difficulty curve that causes this issue. I played Wild Star at launch, and the conditions in that game were punishing by comparison to FFXIV:ARR. The very first group dungeon was at least as hard as Titan (hard) when it was first released. Yet we had less deaths and would punch through it eventually because the game never held anyone's hand like FFXIV:ARR did to begin with. Yes, Wild Star went way too retro for 2013-14, but it was surprisingly consistent with its difficulty. Not so with FFXIV:ARR.
I actually remember coming back to FFXIV:ARR after playing Wild Star for a bit and commenting on how easy everything was. Also nailed Titan (Hard) with zero practice after returning



I had a LOT less trouble with Bismark the first time than I did with Ravana. Bismark isn't difficult at all really, it's just mechanic based, (and only slightly at that), so people not doing what they need to is the only problem in that run really. I feel truly sorry for you if you try to DF A4 later on. That's a tough run to even get a good PF group for, since it's heavily mechanic based.....


The problem isn't the fight itself, is the fact that some people don't know how to do their rotation correctly. I've seen BLM at dungeons 50+ doing this rotation: Fire III - Fire III - Fire III - Fire III - Blizzard III - Blizzard III
Or: Fire III - Fire III - Fire III - Fire III - Blizzard III - Enochian - Blizzard IV - Blizzard IV - Blizzard IV.
Last edited by AlphaSonic; 07-26-2015 at 07:46 AM.
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