Stop watching Netflix and pay attention. It's also okay to fail your way to success. That is literally what half this game, hell even life is about. You learn, adapt, win.
TLDR: Don't get mad. Get Gud.
Stop watching Netflix and pay attention. It's also okay to fail your way to success. That is literally what half this game, hell even life is about. You learn, adapt, win.
TLDR: Don't get mad. Get Gud.
You can get gud at it. Some of us can Netflix and Chill while avoiding haircut AoEs
I can't wait until the Tower of Zot is 90% populated by people who just boosted their account, and have never run a dungeon before. Just like Holminster Switch after 5.2 or so.
I've already had 45-minute runs of it, due to the healer just not understanding ANYTHING, and faceplanting when each boss was at 80%, and on several trash packs to boot. Those - or *not clearing at all* - will be the norm eventually, I'll wager.
The Dead Ends probably won't end up as bad. I guess they're TECHNICALLY a bit harder, but that really shouldn't be an issue for anyone that was able to clear the preceeding 5 dungeons and 2 trials.
... well, except that they'll mostly end up like Amaruot, populated almost entirely by people who can't do simple math, and think the level 90 roulette is worth running for the capped tomestones...
Everyone makes mistakes. Even the most "hardcore" of players pull an oopsie in dungeons. You know what's great about XIV? It doesn't punish you for failing, and let's you try again. And again. And again.
It doesn't take XP.
It doesn't decrease your level.
It doesn't drop any of your gear.
The repair costs are laughable in this game compared to what they can be in some others.
There is no negative cost to your character for encountering a challenge and failing a few times. It's meant to be fun, and have a small sense of accomplishment for beating it.
Saying that The Dead Ends is 'hardcore' is just absolutely ridiculous. I don't savage raid, but I've watched them being done. The mechanics don't even compare. It's night and day. There's challenge to Dead Ends a bit for the casual player but they are all mechanics a player has seen before. Line aoe's, boss limb lighting up to show the side of the arena that is going to be aoe nuked, growing circular aoe's in order, rotating aoe's that the player needs to slowly outrun... Even the esuna'ble debuffs. Everything here has been seen countless times before, in some form or another, countless times ad nauseum. The only thing that's new is the combination flavor of them.
Asking for a player to have foundational knowledge of the game they are playing, HAVE played for 90 levels up to this point to the veritable end of the story, is not a push for "hardcore". It's literally asking the player do to the bare minimum challenge that one can expect after seeing every other foundational mechanic from the entire journey to that point.
I'm not struggling at dungeon content though??? lol
I don't understand your logic. OP cries that dungeon content is too hard and he can't stop dying.
My message is, pay attention and be okay failing until you get it. (because it's not hard and I have faith that anyone can do it)
and then...
Technole enters the ring telling me to get gud because you can split your attention? What?! LOL
Remember the days when MMO's didn't just display everything on screen so you had to figure out AoE ranges yourself or had to actually read quest dialogue because it didn't just auto mark destinations on your map for you? lol
Yeah, but I was a hardcore raider in EQ.... it wasn't group jump rope.....although I did play a chanter and had to keep the Rathe mezzed FOREVER in that fight.... we don't have stuff like that here.
Would you rather the boss just stand there? The mechanics weren't very hard, if at all. In fact, it was about the same difficulty as ShB's last MSQ dungeon, and that was arguably harder.
The second boss of Dead Ends wasn't hard IMO. It's all telegraphed well with a fair amount of time to move.
Also it the AoEs happen in a set pattern, so you don't have to "guess". One of them is moving inbetween to a safe spot and the other is a merry-go-round.
100% the dungeon wasn't made with raiders in mind. Because if it were like Savage/Extreme, then wouldn't mind it past the first boss.
I'm not trying to be mean, but the expectation that a boss should just a literal striking dummy, is why there's a rift between casuals and those "raiders" you claim it was made for. If you can't be bothered to pause, think about where you need to stand to dodge said mechanic, then perhaps you need to work on tracking visual indicator and recognizing AoE types.
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