I want the restriction on the firmament to be disabled. Let folks from other servers in there now. Lets face it, we've finished the restoration, it does not need to be restricted now.
I want the restriction on the firmament to be disabled. Let folks from other servers in there now. Lets face it, we've finished the restoration, it does not need to be restricted now.
I miss HM dungeons...
A while ago there was a PF running ARR HM dungeons with no echo and on Min iLv and it made me remember how interesting dungeons could be. Environmental hazards, bosses with mechanics that were more than dodge orange thing, and biggest of all: Wall-to-wall pulls are impossible sometimes because you need to focus down a specific target or make sure you don't pull something that can one shot the party.
This part in Lost City of Amdapor...
You have to pull the ads without alerting the Baalzephon, cause otherwise it murders the healer, and you can't pull everyone because the Baalzephon is being healed by the towers and you can't out-damage them.
There was strategy to pulling things. Wall-to-wall pulls are the worst thing to ever happen to this game.
Coincidentally in the same dungeon, my brother in law always tells this story about how he was doing it for his first time with a bunch of people, and they didn't know how to handle the doors, but they all worked it out and kept psyching each other up until they killed the boss. Also, HM dungeons used to drop Darklight gear, which was the best stuff you could get via drops before Labrynth of the Ancients came around, so there was a reason to run them.
This entire experience just doesn't exist in the game anymore. Dungeons never provide any real challenge nor gear worth the hustle, and interesting mechanics are entirely MIA. Variant dungeons are the closest we've got to old HM dungeons, which is I why I enjoy them so much, but we've only gotten 3 so far, and while I love my Statice mount, that's the only reward I can think of right now.
More Variant Dungeons and the Exploratory zone can't come back soon enough... and heck, bring back HM dungeons.
Last edited by DiaDeem; 09-26-2024 at 11:35 AM.
I would like to hear about a concrete plan to almost entirely overhaul jobs and combat. How can we move away from some or all of:
* Boring stats
* The long GCD
* The two-minute meta
* Near total homogenization of jobs of the same role
* Bloated skill bars filled with buttons that almost all do the same thing
* Complete lack of player choice
* The hyper-janky snapshotting system
* The fact that the resolution to almost every fight mechanic is "walk to the right place and stand there"
* Super backloaded skill acquisition, making low-level play unbearably tedious
Obviously GW2 is a very different game, but in it, I can and very frequently *do* do stuff like, "oh, our healer's weak, I can sacrifice a bit of damage for a little group healing" or "oh, let me swap in some projectile reflection for this boss," or "I'm gonna need more stun-break here because this guy does a lot of CC" or whatever. It's really nice to be able to swap your actives and passives on the fly. I would love if FFXIV allowed for that kind of situational decision-making, and if combat were a little more fluid and less locked down by a long GCD and the awful snapshotting.
Oh, yeah I almost forgot.
The hats for viera and hrothgar. All of them. And no more partial ghosting or whatever, you guys had 5+ years to figure it out.
Beastmaster.
They just kind of announced it "Oh....btw the way, BST is coming....well....bye...." More info would be nice.
Soooooo.....Do you tame and collect pets?
Are there simply summonable jug pets like XI?
Are our Mounts the pets.......?
Can you name them?
Can you ride them as a battle mount?
Can you fight other BST or PVP in a Monster Duel?
Is catch going to be a JA?
What can't BST tame? Hopefully it is not like XI where there were more untamable monster families than tamable ones.......Master of Monsters my a$$. XI could have easily implemented catch from V, so BST can catch monsters defeated by the party to release later. Guess it could have functioned like TH, where the more + catch gear you have, the better the chance to catch a monster your party defeated to release later as a not repeatable summon (Meaning you have to catch it again). I digress.......
DEVOUR
This is something I really do like about GW2. The flexibility to make a team comp not just viable, but great even if its not the meta. I mainly a play a thief, which isn't very sought after in PVE it seems, but people seem pretty happy when I bring Basilisk venom for bosses with a defiance bar. Also I think GW2 could do to have a few more skills on the hotbar, but 10 skills (1 of which is essentially an auto attack), which all have a purpose instead of just being part of a chain is a much more engaging design.
What are you talking about? Outside of NMs and Abyssea mobs, the only family that bst couldn't tame in XI was arcana and beastmen.
This is the thing too many anti-ARR players don't get. It's not about not being hallways, it's just about giving each dungeon some kind of distinct mechanic, gimmick of flair between bosses setting themselves apart, that isn't just your character flying automatically somewhere.I miss HM dungeons...
A while ago there was a PF running ARR HM dungeons with no echo and on Min iLv and it made me remember how interesting dungeons could be. Environmental hazards, bosses with mechanics that were more than dodge orange thing, and biggest of all: Wall-to-wall pulls are impossible sometimes because you need to focus down a specific target or make sure you don't pull something that can one shot the party.
This part in Lost City of Amdapor...
You have to pull the ads without alerting the Baalzephon, cause otherwise it murders the healer, and you can't pull everyone because the Baalzephon is being healed by the towers and you can't out-damage them. There was strategy to pulling things. Wall-to-wall pulls are the worst thing to ever happen to this game.
Coincidentally in the same dungeon, my brother in law always tells this story about how he was doing it for his first time with a bunch of people, and they didn't know how to handle the doors, but they all worked it out and kept psyching each other up until they killed the boss. Also, HM dungeons used to drop Darklight gear, which was the best stuff you could get via drops before Labrynth of the Ancients came around, so there was a reason to run them.
This entire experience just doesn't exist in the game anymore. Dungeons never provide any real challenge nor gear worth the hustle, and interesting mechanics are entirely MIA. Variant dungeons are the closest we've got to old HM dungeons, which is I why I enjoy them so much, but we've only gotten 3 so far, and while I love my Statice mount, that's the only reward I can think of right now.
More Variant Dungeons and the Exploratory zone can't come back soon enough... and heck, bring back HM dungeons.
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