



They got standardized from 3.4, with Xelphatol, Gubal HM and Midas using the same markers for the same type of mechanics.
They sort of started using them in 3.3 as well in the trial and with certain prey markers in the dungeons.
Last edited by Jeeqbit; 03-02-2022 at 04:26 PM.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560



I do want to point out that the Tankbuster thing is already getting a bit derpy now since it's the same exact marker for single target, small AoE around target, and cone AoE at target.
In general, it's still probably best to not be near the tank with the marker... but if it's the first version, I can also see that making ppl unnecessarily freak out if the Buster gets telegraphed during movement mechanics...


In general you just shouldn't be near the main tank. I dread healing Ramuh because there always seems to be one melee DPS (usually a dragoon for some reason) who stands right in front of Ramuh and gets the tank buster repeatedly. And they never think "Hey, maybe I shouldn't stand here"I do want to point out that the Tankbuster thing is already getting a bit derpy now since it's the same exact marker for single target, small AoE around target, and cone AoE at target.
In general, it's still probably best to not be near the tank with the marker... but if it's the first version, I can also see that making ppl unnecessarily freak out if the Buster gets telegraphed during movement mechanics...


I get weirdo's in 85+ dungeons that think the tankbuster animation is a share and come stack on me xD It doesn't kill them, but geez some people learn slow...




Tbf I thought similar as in Shb's EX it was used as a shared tank buster. Dunno why they made it the tank buster marker in EW. Imo it was unnecessary as by EW we learned which was a TB and which was an AOE previously and just to have it in EW and not retroactively added to the previous dungeons at least made it confusing for me at the start.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
One of the reasons why P4S part 2 is visually so bland is precisely it uses generic markers for everything. It's quite possibly as boring as E7S.I’m not sure where to talk about this or if it’s been talked about, but I’m wondering if anyone else kinda wishes the visual markers for attacks from enemies were more consistent/explanatory? Some markers seem to do the same thing (stack on everyone, spread out, etc.) but I feel like their designs don’t explain what they mean at all. I know a lot of people say the fun is in figuring it out and I agree to an extent, and wouldn’t want the game to be made brain dead - but I think the markers could be made more cohesive and easier to understand. Some are fine but some are super abstract. This IS my first game with visual cues to follow like this (came from WoW) which is fun, but feels tricky/unpolished.




I noticed that one was missing but I think that one is pretty obvious and after it happens you are definitely going to understand it.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560



tbh, it could also be that there actually are minor differences in the 3 that I still haven't noticed... like additional dancing arrows or something. similar to the how old ahk morn is just a stack marker, but in EW they added a new marker for "persistent" stacks (or ahk morn stacks that do multiple hits on the stack marker) seen in the 83 trial and EX version and the 89 trial and EX version.
the only thing I've clearly seen a difference for is the new shared TB marker seen in the 89 trial (and EX version) and p2n.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


