I can give you one example of a nerfed mechanic.
In the Bone Dragon fight, skeletons touching the sleeping dragon will cause unavoidable damage. When LoTA had 2 tanks per team, the damage was 1500 per skeleton. When LoTA was adjusted to have one tanks per team, the damage is now 1000 per skeleton.
The nerf allowed healers a little extra time to heal their parties and recover easier in case the skeletons started running toward the Dragon.
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn
Maybe the devs can incorporate another option into the settings for our queues. Put in a max ilvl and min ilvl check box, so that the choice is at least there. Let's not end up just being forced into another no cutscene skip msq situation. Sure it's not likely to happen but I can understand both sides of this as I wouldn't mind doing stuff at min ilvl again, but then there's also times when I want to just get my roulette done asap due to wanting my cake and getting to eat it too. Also we need to put more mechanics into guildhest, savage, extreme, and maybe even some ultimate ones. Just for the sake of educating more on things they may only ever see in higher difficulty content.
i90 for LotA, i110 for ST, i130 for WoD - the max ilvs of respective tiers so to say. If those would be the upper limit for CT raids, it would be easy enough to do but difficult enough to not be 100% faceroll. Bear in mind min requirements to enter remain unchanged.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
If it was like that people wouldn't do it. It's a hard thing to balance (old content )
its not balanced now
Let me bring back something I said earlier to get you the bigger picture:
Back when LotA had 2 tanks per team, each tank was expected to split the skeletons away from each other and kill them before Bone Dragon got knocked out for that phase. If they are not separated when dead or if they are still alive, they'll run to the dragon and be harder to kill. Upon touching the dragon, the skeletons would cause 1500 unavoidable damage per hit. Keep in mind most of the non-tanks have around 5K to 6K health with the highest item level available at level 50 (i130).I can give you one example of a nerfed mechanic.
In the Bone Dragon fight, skeletons touching the sleeping dragon will cause unavoidable damage. When LoTA had 2 tanks per team, the damage was 1500 per skeleton. When LoTA was adjusted to have one tanks per team, the damage is now 1000 per skeleton.
The nerf allowed healers a little extra time to heal their parties and recover easier in case the skeletons started running toward the Dragon.
Now that there is only one tank per team, dps output on the dragon is higher and aggro of the dragons will be harder to manage with the lesser amount of tanks (and varying healer output). So there is also a higher chance of the skeletons running toward the dragon and cause room-wide unavoidable aoe damage. If the old damage was applied, most of the non-tanks would be knocked out in 4 hits at the most from the 1500 fixed damage per hit (not to mention the damage over time purple water). The updated 1000 fixed damage is to account for the updated 1-tank 2-healer 5-dps alliance set up for LotA.
Last edited by RokkuEkkusu; 05-12-2019 at 02:47 AM.
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn
Jeesh. Not one of those things happened even in my first run of each of those, and as a Legacy player I was through the MSQ in a day and a half, meaning that really was about the first time anyone was doing those dungeons...Try playing on the JP servers.
I jest, of course, unless you do feel like transferring. I have the opposite problem, though. After starting a new character over there because it's my time zone now, I've become very frustrated at how by-the-book they are. They will do every mechanic the way it was intended, regardless of whether they need to or if it's a waste of time.
Halatali? The DPS will go waste their cooldowns killing the wisp instead of zerging the boss to kill it before the party dies.
Castrum Meridanum? Single pulls all the way. Don't use the cannons to mass-destroy the whole room's worth of mobs. And forget about the teleporter skip.
Anyways, the prevailing mindset on NA is that 99% of us find old synced content boring because it's already faceroll. In order to make it fun, people try to race through it. However, the same people are allergic to challenging old content (if you try to do it on MinIL, good luck getting a group - it takes forever).
Meanwhile, the prevailing mindset on JP seems to be that following the intended mechanics is fun. Therefore, regardless of how faceroll something is, they will still do the mechanics as intended. They are still apparently allergic to old content challenge, though, since my attempts to start MinIL trials and dungeons have failed during prime time.
Halatali had only the ranged/caster/healer attacking wisps, spreading damage so the melee could finish them off if there were too many, many a leveling dungeons forwent tanks in favor of 4x Summoner before the Int/Mind split, and Castrum was "pull to end" on my second time even entering.
I'd only gone to around Stone Vigil on my JPN server alt (which I leveled to review my Japanese while waiting for non-Legacy friends to catch up but eventually dropped due to long queue times as even tank or healer due to schedule and few people willing to party for FATEs or DF-less dungeoning), but I never noticed that much of a contrast. They mostly just seemed a bit more talkative, discussing what most NA players would just wing--and, on rare occasion, a bit more disparaging/blaming where the NA players I'd been with would shrug off, give frank advice about, or, when the run didn't seem worth their time, just leave silently-- or so it seemed from the 30 or so dungeons I ran over there.
The Cutter's Cry first boss was the first time I ever felt like I was really running into an issue based on community differences, when I just wanted to kite the mobs on healer and the tank insisted on taking them from me, eventually kicking me after we wiped from the linked add not being separated since they insisted on tanking it with the boss but also on not attacking it. (This happened for two runs, though with the latter leaving rather than kicking, two more before I got a party flexible enough to actually listen when I asked them to kill the linked add or just let me kite the add indefinitely for the free mitigation and lack of boss healing.)
On topic:
Agreed. I really wish old content would set their ilvl caps nearer an average between their current ilvl caps where excessive and their minimum ilvl values for entrance so we could actually see the mechanics.
Last edited by Shurrikhan; 07-09-2024 at 10:31 AM.
Someday if we are extremely lucky they will drop the max ilv on "The Labyrinth of the Ancients".
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