M2S is the least FF14 feeling fight we've had even. In fact it feels like it's straight out of WoW. What game are you playing?Edit: Just a disclaimer since this is not in the thread title, but this is about Savage fights in case it's not clear
I'm a Party Finder raider (for logistic reasons), and as I'm slowly going through the new Arcadion fights, almost done with M2S clear, I can't help but feel a bit... disappointed?
Not to the fights themselves! They are well made, I don't take that away, but they are literally more of their 'safe formula' of symmetrical cleaves, mirrored, clockspot based mechanics, or events that are either X > Y or Y > X. Many elements are just things we already know but slightly dressed up. We still need 4 melees and 4 ranged units to resolve mechanics perfectly.
I did take a peek on M3S and M4S guides and it didn't really change what I think either. As I cleared this week's worth of M1S I kept thinking to myself how interesting would be if the Black Cat's clones were actual priority adds to micromanage instead of just animations?
The reason why I feel disappointed is because, based on the key notes, I thought we'd see an actual shake up on that formula, maybe taking more risks more out-of-the-box elements, or even paving the way for new types of job utilities to debut in the future.
I wonder if I got that feel totally wrong or delusional from the Fanfest? But if not, based on the extent of what we got, I kinda fear for the "job identity focus" in 8.0.
You know that's actually a cool sounding idea - Have multi-level arenas with different mechanics for each level, sort of like one of the Omega raids back in SB.
Yeah, Yoshida mentioned he more or less gave the battle devs the greenlight to look into new/interesting mechanics... BUT theyll likely stick with the broad already known stuff when it comes to general/everyday content just to play it safe. If we're to see any shake up it'll more likely come in the more "Optional" kinds of content so Ults and prolly Field Operations.
To be fair I don't mind the trickle-down of mechanics, I've seen a couple of times mechanics that were only present in raids and upwards have shown up in dungeons a couple of expansions down the line. If they did it more often it would help to integrate the casual and raiding communities as raiders would readily recognise and be able to explain things showing up in normal stuff.
To chime in on this, I really liked the Ultima, I think, was its name from Orbonne. The one where you start in a big rectangular area that then becomes a maze and then a small flat cicle and then back to the open area. I like fights like that.
But that's kinda towing the line that Stormblood had good content, which to me at least it did.
"You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."
Idk... The mechanics that are actually really interesting and refreshing to me is Alarm Pheromones 1 and the Beat 1's random heart evasion (which also feels like stuff we had in Barbariccia). The rest of the mechanics are all stuff we know. Circle or Line aoE, then repeat the opposite one, 2 patterns of honey blobs aoes, stack with partner or spread, group movement mechanic around boss to lay down puddles, a tether bait similar to the last mech on Rubicante, etc...
I think it's a very well made fight and I do enjoy... But not the expectation of something very unique that I had based on the Keynotes.
Stormblood definitely had better content than EW, I still think in terms of dungeon enemies and bosses it was a step down from what came before but yeah, it was still more than just dodging aoes which is good for all that bar is low.To chime in on this, I really liked the Ultima, I think, was its name from Orbonne. The one where you start in a big rectangular area that then becomes a maze and then a small flat cicle and then back to the open area. I like fights like that.
But that's kinda towing the line that Stormblood had good content, which to me at least it did.
Eureka by itself puts Stormblood patch content in A tier list. I think it's generally considered a weak baseline expansion, but great patch content, story included. Also needless to say that Heavens on High was more refreshing after PotD than Eureka Orthos being HoH's successor.
Funnily enough, Alarm Pheromones is the one mechanic I keep seeing tons of complaints about specifically because it's so different/more reactive. I love that mechanic as well.Idk... The mechanics that are actually really interesting and refreshing to me is Alarm Pheromones 1 and the Beat 1's random heart evasion (which also feels like stuff we had in Barbariccia). The rest of the mechanics are all stuff we know. Circle or Line aoE, then repeat the opposite one, 2 patterns of honey blobs aoes, stack with partner or spread, group movement mechanic around boss to lay down puddles, a tether bait similar to the last mech on Rubicante, etc...
I think it's a very well made fight and I do enjoy... But not the expectation of something very unique that I had based on the Keynotes.
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