Word soup/salad suck a lot, at that point better watch a clear and figure that outThe way I see it, the problem is not that the line exists, or that it exists between Normal and Extreme.
The problem is if you're someone hoping to jump into high-end content, you open Party Finder, and the majority of listings are just word soup. And while it's true that anyone can put up their own listing with their own requirements and whatnot, when you (figuratively) read the room, you get the sense that word soup is the norm and... you have no idea what any of that means or where to start.
And you're clearly speaking as someone who's cleared the fight, correct?
Because it IS that easy as just do it. Everyone complaining are people who complain about the lock conditions of other parties.
Just because you can't do content or struggle with mechanics, doesn't mean what I said is incorrect. The content isn't high savage level. It's between Extreme trials and first level of savage content.
I went through DT EX3 in three lockouts and was on farm. I slowed down on savage raiding in early endwalker and missed shadowbringers, but I always enjoy doing EX fights and challenging raid content. I did M1s and M2s when it first came out and this fight CAR is easier mechanically than M1s and M2s.
That being said; this chaotic fight has two mechanics that are making it a problem. Tower stack and the swap mechanic P2. If one person misses a tower and there is no tank LB1 or 2 up, say goodbye to the alliance, even with party mitigation.
If one person misses on the swap mechanic (primarily by death of course) then it will add one extra person in the wrong place and thus making the fight more than likely impossible to clear. (From outright failure to heal and/or missing another tower. As well as further deaths of improperly completed mechanics and dying to enrage from lack of dps)
As a savage raider, I will agree that based on adding 24 people into this equation and including the chance to make a mistake, phase 2 is savage level difficulty. Phase 1 is around EX, yes, but P2 is not.
I've done 15 parties yesterday and all of the PF descriptions read clear/reclear or clear/enrage parties. I have yet to still get a clear.
If they perhaps make towers less punishing by turning the failed mech explosion dmg into much less dmg and add a dmg down + bleed to the alliance or party itself, that would may drop it down closer to mid core ex level. It is an example, nothing more.
I love the fight, but many are impatient with an elitist mentality and just make it an exhausting endeavor.
There is certainly something that can be said about the raid culture having certain lingo and conventions that are unfamiliar when starting. However, there is no way around it to learn than to actually go and start learning it by engaging with it, or worse, asking questions. The internet exists with myriad of guides, one can just take some older one if they don't want to spoiler mechanics of the current fight.The way I see it, the problem is not that the line exists, or that it exists between Normal and Extreme.
The problem is if you're someone hoping to jump into high-end content, you open Party Finder, and the majority of listings are just word soup. And while it's true that anyone can put up their own listing with their own requirements and whatnot, when you (figuratively) read the room, you get the sense that word soup is the norm and... you have no idea what any of that means or where to start.
The thing is, there is no way bridge this gap. Take spread positions. Normal content features everyone getting flares, which is just resolved by "yolo" strat in groups, no positioning. Even fights that actually would enforce some kind of positioning for mechanics, like p9n when the ice contracts and 3 people have flares, it's still always resolved with "yolo". I mean, most classes don't even have to dodge mechanics to survice, as long as one gets hit only by one of the mechanics. The whole point of difficult content is that this kind of mechanic resolving has immediate consequences in the death of a player character or wiping the group. So every opportunity to learn or establish the necessary skills or patterns in normal content is wasted, because "why bother when you can clear yolo". Raising the requirement would certainly not increase the "fun", as e6n or e7n show.
At the end of the day, this game is about everyone's willingness to improve in the first place. The normal content offers opportunities, but they are wasted left and right. The community itself is also more of the "you don't pay my sub" / "better not say anything" mentality than everything else. End result is a community with a general low skill level when it comes to jobs and mechanics, as well as little ability to resolve conflicts or even speak out for themselves.
I think one thing that would already help is to give every duty some kind of compendium ( is that the right word?) you can read outside the duty that explains the debuffs and buffs you are to encounter. If only with the text description so you don't have to hover your mouse over it.There is certainly something that can be said about the raid culture having certain lingo and conventions that are unfamiliar when starting. However, there is no way around it to learn than to actually go and start learning it by engaging with it, or worse, asking questions. The internet exists with myriad of guides, one can just take some older one if they don't want to spoiler mechanics of the current fight.
The thing is, there is no way bridge this gap. Take spread positions. Normal content features everyone getting flares, which is just resolved by "yolo" strat in groups, no positioning. Even fights that actually would enforce some kind of positioning for mechanics, like p9n when the ice contracts and 3 people have flares, it's still always resolved with "yolo". I mean, most classes don't even have to dodge mechanics to survice, as long as one gets hit only by one of the mechanics. The whole point of difficult content is that this kind of mechanic resolving has immediate consequences in the death of a player character or wiping the group. So every opportunity to learn or establish the necessary skills or patterns in normal content is wasted, because "why bother when you can clear yolo". Raising the requirement would certainly not increase the "fun", as e6n or e7n show.
At the end of the day, this game is about everyone's willingness to improve in the first place. The normal content offers opportunities, but they are wasted left and right. The community itself is also more of the "you don't pay my sub" / "better not say anything" mentality than everything else. End result is a community with a general low skill level when it comes to jobs and mechanics, as well as little ability to resolve conflicts or even speak out for themselves.
I would bet money that most people (even raiders) most of the time don't even know what a bunch of those do.
For the lingo...
I was always wondering. Is there a site somewhere that has it all explained?
I generally agree with your post, especially with the "willingness to improve" but on one point.
The yolo strats are kinda my favourite.
I like when you can resolve mechanics with just spontan out of the box thinking and I wish more hard fights allowed those.
You can see that with flares in chaotic with people running to their spot instead of... just the corner that is next to them.
Or the "pair" mechanic. Instead of standing still even on the other side they run back and forth just to be exactly like the raidplan and that causes wipes.
Personally I think the "on the rail mechanics" have resulted in pure guide fights where no one thinks anymore.
Edit:
To clarify my first point.
I think there should be more explanations already ingame instead of outside it.
That even starts with setting up a PF group where it doesn't mention anywhere that job slots get locked if someone leaves.
Last edited by Voidmage; 01-03-2025 at 03:54 AM.
All complaints are definitely not about the lock conditions of other parties. Some are, yes. There are a lot of people complaining about bits and bobs of the fight itself. No, no. It's not "between" Savage content. It is Savage content.And you're clearly speaking as someone who's cleared the fight, correct?
Because it IS that easy as just do it. Everyone complaining are people who complain about the lock conditions of other parties.
Just because you can't do content or struggle with mechanics, doesn't mean what I said is incorrect. The content isn't high savage level. It's between Extreme trials and first level of savage content.
No, the majority don't, that's one of the main issue I mentioned in some other thread earlier, and why the CODCAR is such a pain even when half the raid is glowing with ultimate weapons. The main mentality has been "following the guide", not understanding the mechanics or why the solution in the guide solves the mechanic. This has also led to people basically been unable to think on their feet, and we can see it with the swaps. Instead of taking the time that the encounter gives after the swaps to organize by movement into groups and pairs, people just panic. The same goes for the people in the mid, who constantly just wait for a mechanic to start, instead of regularly resetting their tiles. Or when someone on the inside is dead, and tanks / dps make way, the inside healers will just stand there. Even when telling them to go in chat. Pure tunnel vision for the next mechanic.I think one thing that would already help is to give every duty some kind of compendium ( is that the right word?) you can read outside the duty that explains the debuffs and buffs you are to encounter. If only with the text description so you don't have to hover your mouse over it.
I would bet money that most people (even raiders) most of the time don't even know what a bunch of those do.
Yes, a compendium would be nice. I love p8s, but the alchemy mechanic in the 2nd phase was just cryptic. However, it wouldn't really make such a difference, because at the end of the day, one still has to actually go in and learn / do the mechanic. E.g. there will be spread positions, and one simply has to get used to having such a position.
None that has "it all", but a quick search revealed several different resources that covered different overlapping parts. The thing is, when we look at this fight, what mechanics does it even have that people shouldn't already know? Off the drop of my head, only the hands mechanic, the pairs and swaps are non-normal content mechanics, with the pairs mechanic actually existing in normal content but having a proper indicator there. Everything else is basically rehashed and uses the indicators from normal. Even the tank debuff is reused from o4n. Certainly, the first mechanics of this fight are as beginner friendly as can be. There isn't even a dps check to meet at that stage, so one can purely concentrate on mechanics and learn to operate in such an environment.
I want to give the raid a try but juggling with: Do I want too deal with the PF headache be it joining a group or forming my own.
Hmm true. It probably wouldn't help THAT much to have a compendium.No, the majority don't, that's one of the main issue I mentioned in some other thread earlier, and why the CODCAR is such a pain even when half the raid is glowing with ultimate weapons. The main mentality has been "following the guide", not understanding the mechanics or why the solution in the guide solves the mechanic. This has also led to people basically been unable to think on their feet, and we can see it with the swaps. Instead of taking the time that the encounter gives after the swaps to organize by movement into groups and pairs, people just panic. The same goes for the people in the mid, who constantly just wait for a mechanic to start, instead of regularly resetting their tiles. Or when someone on the inside is dead, and tanks / dps make way, the inside healers will just stand there. Even when telling them to go in chat. Pure tunnel vision for the next mechanic.
Yes, a compendium would be nice. I love p8s, but the alchemy mechanic in the 2nd phase was just cryptic. However, it wouldn't really make such a difference, because at the end of the day, one still has to actually go in and learn / do the mechanic. E.g. there will be spread positions, and one simply has to get used to having such a position.
None that has "it all", but a quick search revealed several different resources that covered different overlapping parts. The thing is, when we look at this fight, what mechanics does it even have that people shouldn't already know? Off the drop of my head, only the hands mechanic, the pairs and swaps are non-normal content mechanics, with the pairs mechanic actually existing in normal content but having a proper indicator there. Everything else is basically rehashed and uses the indicators from normal. Even the tank debuff is reused from o4n. Certainly, the first mechanics of this fight are as beginner friendly as can be. There isn't even a dps check to meet at that stage, so one can purely concentrate on mechanics and learn to operate in such an environment.
I agree that the whole follow marker and strategies is a result from how the game is designed to this day since... I don't know.
No more crowd control and so on. The most freedom probably being things like anti knockback. Even little things like Manashift were nice when the healer had to raise often and just felt good even if not often used.
Tbh I think the pair mechanic while not new kinda sucks in that it doesn't really tell you what exactly counts as "pair". The "how much can people stand distanced from each other" is not exactly clear and so many step on the toe of the other and in worst case bait another one.
I think here it could help if... I don't know maybe both players glow if near enough to each other.
Things like this wouldn't be much but kinda add to more easily identify things.
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