thats still not cheatinglet's say hypothetically they make a new ultimate fight but put the hardest 3 trios at the penultimate phase
trios by definition make bosses untargettable so you focus on movement only, not dps
so if you were to be able to play on a simulator that lets you practice the trios without having to do all the previous phases, you would gain a massive advantage because anything you learn in the simulation can be translated 1 to 1 to ingame movement
so if the asaumption is that since simulators are freely accessible to anyone and therefore not cheating, then should developers make the latter phases of a fight insanely hard, with the assumption that players are required to use simulators to practice them beforehand?
the textbook definition is "dishonest" and "unfair", its neither of those
thats like saying a batting cage is cheating because you pay money to use it and practice swings outside a real baseball game
tell console player that "top phase 5 simulator" is not unfair
you're a joke
Simulator help's you more than 3000 illegal 3rd party tools, its not a debate, its a fact
youre missing half the sentence , "dishonest" is half the equation here.
And dont be daft, you know it isnt.
"but consoles!" dont care, go to the library and use a computer there if you want to try out the sim, by this logic a higher fidelity screen and better internet is unfair cheating.



You realize the sims are available to anyone who owns a computer right? An object that 99.9% of people playing FF14 will likely have in their household?
One of the statics I'm helping with TOP has several console players, and they all use the sim to practice the phase we're on. The sim even supports controllers, so you can just plug & play to truly emulate the experience.
If a mechanic's difficulty is solely based on whether or not you know anything about it / being forced to spend hours getting deep into the fight & wiping 50 times to sort out all the 'gotcha!' instant kills, it was never a hard mechanic in the first place, it was a tedious one. There's plenty of savage / ultimate mechanics that require problem solving & high execution even if you've trained on the sim all day, like in TOP alone we have Playstation markers of P2, basically all of P1, lots of P3, Sigma and Delta trio due to the plenty of RNG involved in the mechanics and relatively short time frames in which to execute the mechanics.
One of the best examples of difficult mechanics this game has had is actually in DSR, where despite being the very first two mechanics in the fight and as such can rapidly prog on both of them, Strength & Sanctity of the Ward have very high execution requirements that delayed pretty much every streaming world prog group for the better half of day 1 on its launch. No tedious 'get 9 minutes into the fight' bs to them, just strict execution checks that tons of groups wiped to even long past getting deep into the fight.
There's also plenty of factors the sim itself doesn't teach, such as simulating what actual damage is like during said mechanic since it uses random values so your healers still have to learn any nuances to healing during said mechanics, or simulating what sort of mit you'd need for certain mechanics. You could practice Gigaflare's edge movement all you like as a healer, but you'd never know what your resource charges/instants/mits look like until you experience it yourself and have to heal on the move.
Last edited by Daeriion_Aeradiir; 04-05-2023 at 06:42 AM.
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