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  1. #1
    Player
    shadowclasper's Avatar
    Join Date
    Aug 2020
    Location
    Ul'Dah
    Posts
    178
    Character
    Raranpa Rehw-setlas
    World
    Goblin
    Main Class
    Paladin Lv 90

    Just me or is the new Variant dungeon actively unfun?

    Like normally I try to avoid complaining about content being too hard, but jesus fing christ I feel like the variant dungeon bosses for Mount Rokon are actively designed to suck the fun out of the game.

    split second tells for -every- attack, sometimes without ANY warning whatsoever (at least one of the ninja mini bosses requires you to actively be running around or you WILL get hit by her clones after the first example pass of them), the samurai armor boss's entire sword mechanic is just the most insanely unfun shit ever.

    Why make it a tiny freaking purple symbol over his head? If it was the criterion dungeon I'd get it but ffs this is meant to be the semi-casual version of the variant dungeons just for funsies. Put markers on the ground for f's sake.

    And _ALL_ of the bosses are giant health bricks on top of all of this. First time the game has ever driven my entire party to rage quit.
    (5)
    "If the world rewards violence, are we forever doomed to be ruled by the brutal and cruel?"
    "The tools of liberation are the same as the tools of oppression, and so even those that seek to break the wheel perpetuate it's turning"
    ~Mathangi Ten Meti, Kill 6 Billion Demons

  2. #2
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,016
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    I agree that boss HP feels too high and you see the same few mechanics too many times. I think they need separate midbosses on the three paths, at least.

    Thus far I've only done each path once. I didn't have trouble with dodging the ninja's shadow, although I was playing as dancer so it was easy to move around freely.

    The samurai's sword swings were confusing and I had to record the fight and watch it back to understand what was going on. When he does the sword swing, he turns to face away from the safe zone, so you have to predict which way he will be facing before you can identify the safe spot for the second swing.

    Non-standard attack markers aren't really rare enough that they have to be kept out of normal combat.
    (1)

  3. #3
    Player
    SomeGuy22's Avatar
    Join Date
    Apr 2022
    Posts
    127
    Character
    Galv Avalan
    World
    Zalera
    Main Class
    Monk Lv 90
    Eh, Mt. Rokkon's mechs are mostly designed to catch you by surprise, they're banking on you to get sucker punched so you feel that it's challenging when it's not that bad. Standardizing the tells between the bosses to some run of the mill AoE markers would make the encounters pretty dull imo, even more so considering the last bosses are fought multiple times with only one or two different mechs.
    (5)

  4. #4
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,071
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    It's kind of silly how many of the mechanics on the final bosses don't even appear in criterion/savage in favor of just repeating the same ones from earlier in the fight.

    The "hidden" boss being excluded for both difficulties also strikes me as unusual.

    Having vague telegraphs that are liable to blindside you the first time you see them is hardly exclusive to variant dungeons, though and kind of the basis for much of XIV's "difficulty" in general.
    (4)
    Last edited by KageTokage; 08-02-2023 at 02:37 PM.

  5. #5
    Player
    ElysiumDragon's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    273
    Character
    Mimilla Milla
    World
    Spriggan
    Main Class
    Archer Lv 92
    Quote Originally Posted by shadowclasper View Post
    Like normally I try to avoid complaining about content being too hard, but jesus fing christ I feel like the variant dungeon bosses for Mount Rokon are actively designed to suck the fun out of the game.

    split second tells for -every- attack, sometimes without ANY warning whatsoever (at least one of the ninja mini bosses requires you to actively be running around or you WILL get hit by her clones after the first example pass of them), the samurai armor boss's entire sword mechanic is just the most insanely unfun shit ever.

    Why make it a tiny freaking purple symbol over his head? If it was the criterion dungeon I'd get it but ffs this is meant to be the semi-casual version of the variant dungeons just for funsies. Put markers on the ground for f's sake.

    And _ALL_ of the bosses are giant health bricks on top of all of this. First time the game has ever driven my entire party to rage quit.
    So the sword guy actually faces a specific direction when he does the Tenka Goken thing, and whatever direction he faces is relative north for the mechanic. I believe his hitbox circle also rotates to give away the tell, then you just read the marker above his head and adjust into the safe spot. It gave me some trouble too until I noticed his hitbox circle being at weird angles.

    As for the Ninja, depending on the route, some of the tells are basically Eden's Promise: Eternity, where you're 'supposed' to get hit by them the first time, so you memorise which element does what, and use that information to 'read' the mechanic the next time.
    (1)

  6. #6
    Player
    sagacious's Avatar
    Join Date
    Apr 2022
    Location
    Ravana-gridania
    Posts
    642
    Character
    Sage Cologne
    World
    Ravana
    Main Class
    Culinarian Lv 100
    Quote Originally Posted by ElysiumDragon View Post
    So the sword guy actually faces a specific direction when he does the Tenka Goken thing, and whatever direction he faces is relative north for the mechanic. I believe his hitbox circle also rotates to give away the tell, then you just read the marker above his head and adjust into the safe spot. It gave me some trouble too until I noticed his hitbox circle being at weird angles.

    As for the Ninja, depending on the route, some of the tells are basically Eden's Promise: Eternity, where you're 'supposed' to get hit by them the first time, so you memorise which element does what, and use that information to 'read' the mechanic the next time.
    Ty I copied this info down so I can play better. I have the mount and located all 12 routes so im good just wanna be better. I usually follow someone who knows the mechanics but that's not a good way to play but i am sucessful at it. so?
    (0)
    sagacious

  7. #7
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    6,889
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by shadowclasper View Post
    I feel like the variant dungeon bosses for Mount Rokon are actively designed to suck the fun out of the game.
    I feel like this should be good solo content because the bosses make you watch the tells and figure out the safe spots. But I just find it boring for some reason. I suppose in part it's just all the dragged out time getting to the last boss solo and the time it takes to kill on a tank. I don't really know why I don't find it fun. I feel that I should because they put effort into these mechanics but I just don't find it fun really.

    split second tells for -every- attack, sometimes without ANY warning whatsoever
    Are you sure you aren't just misunderstanding the way they are telegraphed? I guessed right away that green was in from other content that uses green for in and that therefore the other was out.

    It also uses a mechanic similar to Halone from the latest alliance raid, where you had to pre-position out/in and left/right, then swap immediately after for the last two hits. It's not quite that exact pattern, but the concept is similar.

    If you aren't paying attention to the telegraphs then you probably would think they are "split-second casts" so just try to observe the environment and you may see things differently.
    (1)
    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

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  8. #8
    Player
    Syln's Avatar
    Join Date
    Aug 2015
    Posts
    654
    Character
    Saya Finwel
    World
    Omega
    Main Class
    Gladiator Lv 90
    Completely disagree, the difficulty is kind of decent the first time and become a joke afterward, no need to dumb it down to the level of normal dungeon, if anything i wish there was even more pattern to deal with.
    (3)

  9. #9
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,071
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    It's actively easier to do the fights solo much of the time as some components are just...left out if there aren't other players present.

    IE, the towers on Gorai don't require specific colors to be soaked and there's less of them, and only one out of the four ghosts at Shishio will tether to you while the others just move in straight lines like exaflares.
    (0)

  10. #10
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    850
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    They aren't unfun because of mechanics, the rewards are medicore and tedious because the fights are for the most part boring and easy in the base variant version.
    (2)

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