Well that's annoying. Thank you for the correction.
Funny seeing such posts, as if the 100's of other groups with a tank weren't smooth sailing.
Yet when it happens once or twice, someone always feels the need to make a post about that.
Doubt I have the need to make every time a thread when level 9x DPS/Healer run away with a stack marker or fail hiding behind cover like at Amon, even through they should know better by now.
Double points for being Mentor Crown users.
Veteran healers getting bored/burned out and being replaced with greener ones may well be a factor, but I also expect that it's partly on SE here.
I just did the 97 dungeon through the 99 trial yesterday on my MSQ journey and if there's one thing I've been almost continually noting in Dawntrail, it's the OVERALL horribly anti-caster nature of the boss fights in dungeons (Solo duties actually seem to be a lot more chill this time around). And seeing what every healer is ...
We're talking SE decided to add "difficulty" all too often in the form of mass AoE spam phases that feel like something out of Touhou or 80s arcades/NES stuff. On some bosses (hi, 97 boss 2, 99 boss 1) it's tense enough even on Dancer, I don't even know how anyone with cast bars stays sane - if they continue this trend, I don't even see how casters stay viable at all (maybe have to redo them to be like Korean MMO magic classes that have few actual casts and mostly just sling fire around as instantly as the physical fighters?).
I'd agree if we had the old mechanics pacing, but with these 20 AoEs in 20 seconds things (and with XIV's snapshotting rules)? I'd like to actually finish a dungeon sometime this century. The occasional wipe sure, maybe even a few wipes (I still remember the olden days of Brayflox sometimes taking over an hour lol), but ... that might be a bit much.
I have oft felt this is a big part of the problem that goes largely unmentioned: on top of the increasingly spammy AoEs, we've had four non-raise DPS over the last three expansions - with the result that the comfortable insurance that came from commonly having a RDM or SMN in the party has gone completely out the window.
It's all on the healer's shoulders now and they have no backup, so this situation is getting increasingly common.
Personally I've rolled eyes at the whole healer strike thing, but I also haven't been very comfortable with the idea of queuing as healer lately because it's gone to being such a high stress role (I toughed it out through 6.0 but my experience of DT dungeons - which I've been doing as Dancer - has validated that trying to first time that stuff as healer is getting to be a bit much now).
A lot of normal content has enrages and it's fine. I'd be all for dps checks existing reliably.
Anything to make Normal content have more tension I'm on board with.
copy and pasted from another forum posting but my thoughts on the matter~
The biggest problem that is the dungeons can't be tuned correctly with how the game is right now, so anyone that isn't a tank suffers for it. What I mean by this is that, because of tanks current self-sustain and hp pool(imo), mechanics have to be tuned in such a way that actually hurts the tank. The problem becomes, if you aren't a tank with all the self-sustains in the world, it becomes a problem for your HP. A raid wide? Ya sorry we needed to tune that to be able to hit everyone enough so while it does 65% of your HP bar damage to you which you have to spend most of your won resources to heal or the healer does their thing, it only does 40% to tank which can quickly gain back from the use of one ability (dirty example but ya).
Personally, I really find this to be the issue. It's a weird trinity anymore. Instead of the Tanks needing healers to stay up to pull aggro from the party, its actually the DPS that needs the healers to stay alive. So the question becomes then, "is it better to run 3 dps and speed up killing the packs before the tanks mit's run out, or is it better to run with a healer to have less damage but help keep people alive".
Now in the example by the OP, I really think it is cringe for the tanks to keep up with the trial after a party wipe at 50% no matter the circumstance. 20%, ya I can see peoples points a bit, but 50%? I just find that to be a waste of time and its really not impressive in the least bit. Like, congratulation, you got abilities that make you take less damage and can heal yourself, good for you~ I agree with other poster's here that there should be a soft enrage or rule into the game added that if X percentage of the party is down, the boss gets a major buff.
It's like people aren't allowed to fail anymore to learn :/ such a weird world.
Cause people actually unsub over small failures and Square wants their money at any cost. If someone unsubbed after failing a Hall of the Novice instance, Square would nerf the instance and give the person a trophy for trying.
it/its - 14 accessibility is bad, ease of access is not accessibility, jobs are boring. Transphobia ruins real attempts at criticism and it's whack.
Nothing SE does tells me they want your money at any cost. Tbh when you look at almost any other live service game or MMO, it's quite the opposite. They want you to ubsub.
Whether that is
Jobs
Story
Content/Progression/endgame
Literally paying them in some cases
The director telling you to unsub
I just don't see real effort that says "at any cost" as of DT. DT kinda screams what little budget is left all goes into bosses and art design. Everything else is mid or on fire.
Last edited by Turtledeluxe; 08-07-2024 at 07:08 AM.
My implication is that the decisions that led to the current state are bad because they are the trying to keep people at any cost. No one actually wants you to unsub. They want your money no matter what they say or do.Nothing SE does tells me they want your money at any cost. Tbh when you look at almost any other live service game or MMO, it's quite the opposite. They want you to ubsub.
Whether that is
Jobs
Story
Content/Progression/endgame
Literally paying them in some cases
The director telling you to unsub
I just don't see real effort that says "at any cost" as of DT. DT kinda screams what little budget is left all goes into bosses and art design. Everything else is mid or on fire.
I agree that good decisions would be a better way to keep people and I agree they aren't making them. But I still think they're make decisions to try and keep (the wrong) people. Like making healers the way they have.
Maybe it's more like this.
The FFXIV team wants to do anything it can to keep you because it's their job and the big Square boys above them need the cash to spend on more bad business decisions. And between budget constraints and trying to keep the playerbase growing at the same time while making choices that discourage some of the current veteran players, as long as it's not too much and the number of concurrent players gets higher overall and makes the number bigger for now, we get bad game design.
All is in service of big player number.
That's how I feel, hopefully that clears it up a bit.
Last edited by gllt; 08-07-2024 at 07:22 AM.
it/its - 14 accessibility is bad, ease of access is not accessibility, jobs are boring. Transphobia ruins real attempts at criticism and it's whack.
How many vuln stacks you sporting? I'm more impressed with a dps who can stay alive because they don't have many options and can't take vuln stacks. Tanks can eat them like candy and it barely makes a dent. Our ability to shrug off mechanics doesn't make us better.
To the OP, I'm fine with soft enrages like M4. It exists so there is an upper limit but it's very forgiving. Or even something like Deathgaze Hollow in Dun Scaith. Still very forgiving but also a definite hard stop on the fight timer.
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