I don't get why people hate the nier raids so much :/ they are my favorites. Tho this raid was pretty good if it continues to be this good it might be my favorite series.
I don't get why people hate the nier raids so much :/ they are my favorites. Tho this raid was pretty good if it continues to be this good it might be my favorite series.
In terms of aesthetics and mechanics I think this is already shaping up to be my favorite Alliance raid series.
There's a certain sense of wonder I got from it that I did not get from the first raid in Ivalice or Nier due to how heavily derivative both were from their source material.
Last edited by KageTokage; 04-14-2022 at 09:54 AM.
I didn't mind the fights themselves, but my issue with the series is that we had a full set of alliance raids built around a crossover. The story has absolutely nothing to do with the world of XIV and it felt really out of place IMO. And to boot, it spawned all sorts ofuglyquestionable hairstyles and outfits. :X
I love the fights! You can see the raid/dungeon encounter design team growth with this and the revamped dungeons. It almost got my daughter to finally try out the game. The best part was just signing up just to figure out the mechanics.
But one thing I'll say. I don't know if Soken is secretly Indian, but his Indian music slaps so hard, especially "In the Balance".
Prenerfed TG CID was some of the most fun I’ve had in the entire game. It made me feel alive! I’d love to have more content like that. Once you figured out the tells it was pretty easy…but people seemed to have so much trouble with it for some reason.Difficulty at the individual level hasn't really gone down, it's more a matter of SE putting less mechanics that force the entire raid to wipe due to someone else's mistakes. It's simply easier for a handful of skilled players to carry and recover the raid.
Personally, I don't mind this form of difficulty because as much as I love TG Cid or Hashmal, the supposed 'difficulty' of those fights exclusively came from other people making mistakes on basic mechanics like the bleed bubbles or sand orb adds.
They didnt. At least not initially when the wave of super fans/hard cores were carrying and communicating in the chats organizing the run. It was after a while when only casual players that were running it had no clue and wiped endlessly that people started complaining. OG Thunder God Cid was not a hard fight.
But it was engaging, and it was fun. But yes, his mechanics had raid wide implications, which hopefully with a personal responsibility approach less torches and pitchforks arrive at the devs gates with this raid series. Please Devs, keep it engaging and challenging.
There is an allergy to communicating within the broader community. I don't see it as much ever since I moved back to an EU server, as typically people do communicate here, but there are occasions where people rush in with a bunch of new sprouts and are surprised when they wipe. A lot of this content is manageable if you share strategies etc. Personally, I wouldn't mind seeing the level of difficulty of some of these fights in some MSQ trials, to suit the type of threats the WoL is dealing with. I do wish they'd find a way to offer an optional easy mode for normal content (particularly trials), e.g. via the trusts, and allow the DF versions to be better, but instead trying to make the instances trust-compatible seems to be resulting in the mechanics becoming even more diluted in the DF version... whatever the business rationale for it, it doesn't help with my immersion, especially when optional casual content like this showcases so much more creativity. I think simply insisting that because the MSQ is mandatory, all associated content has to be easy, is a lazy approach with all the tools available to a modern MMO.They didnt. At least not initially when the wave of super fans/hard cores were carrying and communicating in the chats organizing the run. It was after a while when only casual players that were running it had no clue and wiped endlessly that people started complaining. OG Thunder God Cid was not a hard fight.
But it was engaging, and it was fun. But yes, his mechanics had raid wide implications, which hopefully with a personal responsibility approach less torches and pitchforks arrive at the devs gates with this raid series. Please Devs, keep it engaging and challenging.
When the game's story becomes self-aware:
100% The trust duties should be brain dead and easy. White noise. Relaxing, for the enjoyment of people that don't enjoy adrenaline. And then.... They should just slap a disclaimer in the DF saying players will be expected to communicate and work together to solve multiplayer duties and by all means ratchet up the difficulty.There is an allergy to communicating within the broader community. I don't see it as much ever since I moved back to an EU server, as typically people do communicate here, but there are occasions where people rush in with a bunch of new sprouts and are surprised when they wipe. A lot of this content is manageable if you share strategies etc. Personally, I wouldn't mind seeing the level of difficulty of some of these fights in some MSQ trials, to suit the type of threats the WoL is dealing with. I do wish they'd find a way to offer an optional easy mode for normal content (particularly trials), e.g. via the trusts, and allow the DF versions to be better, but instead trying to make the instances trust-compatible seems to be resulting in the mechanics becoming even more diluted in the DF version... whatever the business rationale for it, it doesn't help with my immersion, especially when optional casual content like this showcases so much more creativity. I think simply insisting that because the MSQ is mandatory, all associated content has to be easy, is a lazy approach with all the tools available to a modern MMO.
With this approach personally raid wipe mechanics like TGC (Ivalice had) should be pretty common place, because by signing up for multiplayer you should be able to communicate. Granted, this stuff shouldn't be Extreme/Savage with heavy damage checks, after all it is normal content. So Ivalice and pre nerf Castrum Lacus Litore were good examples of the difficulty we should honestly expect from an adventure game that promises dangers and treasures.
The entire premise of this game is that Eorzea IS a dangerous place. And you are an adventurer TURNED ON by these dangers. So please, lets just be true to the game and give ppl an easy way out. I want quality, no quantity of multiplayer duties.
I really enjoyed the raid myself. The fights were fun and dynamic if not super hard outside of the first run (died like 8 times first try and only once my second try). I loved having an asymmetrical arena on Rhalgr to deal with.
Story wise we didn't get much but a teaser, so hoping 6.3 and 6.5 really expand on the little they gave us. I'm looking forward to fighting the other 8.
The first tier of a 24 man is usually the easiest, so we may see harder content in the next two wings. I'm sure everyone remembers Mhachi and Dun Scaith (people STILL die on the latter quite a bit), Thundergod Cid, etc.
Remember, though, that Alliance Raids in the end are meant to be a catch up mechanic for casual players to slowly upgrade their gear to current savage Ilvl before the next savage tier comes out. It shouldn't be so hard that people don't want to do it. As far as I'm concerned, I need to pay attention to the fights for the most part so I'm happy with that, even if they aren't super hard.
Yes! Couldn't agree more. This 24 man was so fun. The story is excellent so far and I cannot wait to get more. The fights were fun and also the perfect amount of difficult, especially for casual players. Everything about this 24 man is amazing. Even the gear is lovely.
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