Yea that works best when the floor's not flooded with death and you only have 3 narrow zigzag paths to safety.Not saying that you're not doing it or this will actually help you if you're not, but when confusion mechanics start, the best way to deal with them is to first stop moving, then small tap to move forward to do tiny steps until you're going into the right direction then you fully lock forward until you have to turn, then stop and repeat the process. Hope it helps...
Not gonna lie out of all the DDR mechanics this one is one I find amusing and mild, but I'd kill to have confusion debuffs back where they make you hit your allies with actual nasty auto attack damage.
"It is only when you have hope that you are truly disappointed."
welp..
https://imgur.com/tiP8PA0
the pointy hand above your head rotates a lot slower than usual for this mechanic, first of al don't panic move, just wait for it to point in the right direction and push both mouse buttons to move.
Last edited by Arohk; 01-31-2025 at 06:44 AM.
I will guess your experience comes down to your UI.
For example, you need to ensure that the boss cast bar that shows its next attack is right underneath your characer and at its maximum size of 200% so that you never miss an attack casting.
My advice is search you tube for videos on editing your FFXIV HUD to find out whats important.
I know what you're saying except for the finger rotation but on controller it feels more difficult then it should be.
"It is only when you have hope that you are truly disappointed."
Is it more interesting if you run it MINE or is the fight design the problem?I'm a casual and I find it very boring. Casual doesn't mean braindead, I just don't care to commit more time to a single fight. You can still have challenging content that doesn't punish your learning phase too harshly and allows you to recover and puts more responsability on personal mechanics instead of body checks.
I can't relate to the braindead thing, since mine has to be fully engaged to clear MSQ content, at least soon after release.
At the risk of being Captain Obvious, the fundamental issue is everyone does the MSQ combat, and that means there's a huge range in skill level. So unless dungeons come with easy and hard modes, a large group of people are going to be unhappy.
Vive la résistance!
Finalement, Boucles d'or goûta le porridge dans le bol de Bébé Ours. "Miam Miam, ce porridge est parfait!" dit-elle, et elle mangea le bol entier de porridge.
How was I "forgetting", when I specifically wrote this in the very same paragraph:
FF14 is an action combat MMORPG. Combat happens in real time, with every class at max level having around 30 individually executable actions, some classes more, some classes less. Further, movement is independent of and concurrent with those executable actions, and the game is designed, from the very start (even early monsters have aoes), with the expectation that the player will move during combat encounters. In fact, what people here often describe as "dance", is practically this skill expression of being able to move your character where it needs to be precisely when it needs to be there. Wrong movements can result in falling off the arena, resulting in ko. Or getting hit by boss abilities. In FF14, moving your character is part of the player skill!
There are other games, which have less buttons to press, have faster or slower combat, or even turn based one, where a player can't move around during combat etc. etc.. But FF14 is not one of those games. And you would think that after 100 levels, meaning base game + 5 expansions worth of content, with nearly a hundred or so dungeons and trials and raid encounters, one would have more than enough data to reliably judge whether this is the right game for them or not. The game makes no secret about how it's combat works from the very beginning.
Again, accessibility is important, but the point of accessibility is for people to be able to participate in the activity, not to skip the activity itself and go right to the finish line to get the rewards.
There is a pretty big different between someone having to focus on a mechanic, and someone not even bothering with their basic job kit even during times there isn't even a mechanic to dodge. "Curebot" doesn't describe healers who during hectic mechanic just focus on healing to get through it, it's used on those who just stand there all the time waiting for something to happen that they can heal, even though there is often nothing to heal. At best, they throw their single target damage skill, even when facing a mob group. And yes, DPS should do more damage in similar level / gear context. Why wouldn't someone who plays the DPS role, not actually want to be doing damage? What else can they contribute in the current game design? It's one thing to not do the perfect rotation all the time, but a too large portion of the community doesn't even have the drive to even try in the first place.
I was specifically replaying to the part where you said that "it doesn't matter since it works". I'm not actually in disagreement with the rest. I've even stated in other parts that I still think the game can cater to the lowest denominator and disabled players by adding more support notably through the duty support system, where it would literally bother nobody.
Out of curiosity, since when have you played XIV?
I can't give you advice on controller, because i never use controllers unless i really have to for specific games,
what i mean is the white pointy finger above your head that rotates, on every other "Confusion" mechanic, this finger rotates about twice as fast, so for this boss they already made it easier than it ought to be.
It's the fight design mostly. ilvl is fine for leveling, the x0 could be stricter but I don't really care about the numbers. Ideally, it's the jobs that really need to change. I quite like the DDR style of FFXIV but I miss the risk-rewards and optimization you could squeeze out of jobs after they removed stance, MP and aggro management etc.
Trash isn't interesting. Bosses in DT seem more fun than usual because mechanics happen faster but it's still mostly more avoiding AoEs (they sure love half room cleaves this expansion). There are no more adds, there is nothing happening on the ground that isn't puddles...
I feel like Ramuh's orb management is still one of the most interesting mechanics they've created.
Okay, thanks. In that sense, I completely agree with you that fight design is boring. It's just that for me it's tedious and difficult, rather than just tedious.It's the fight design mostly. ilvl is fine for leveling, the x0 could be stricter but I don't really care about the numbers. Ideally, it's the jobs that really need to change. I quite like the DDR style of FFXIV but I miss the risk-rewards and optimization you could squeeze out of jobs after they removed stance, MP and aggro management etc.
Trash isn't interesting. Bosses in DT seem more fun than usual because mechanics happen faster but it's still mostly more avoiding AoEs (they sure love half room cleaves this expansion). There are no more adds, there is nothing happening on the ground that isn't puddles...
I feel like Ramuh's orb management is still one of the most interesting mechanics they've created.
Really can't understand why they don't do more with trash mobs. There were some neat ideas in ARR. I've heard people claim it's because players complained dungeons were taking too long, but I'm not sure the solution to that is to make trash the identical sandwich filling between bosses in every dungeon.
Vive la résistance!
Finalement, Boucles d'or goûta le porridge dans le bol de Bébé Ours. "Miam Miam, ce porridge est parfait!" dit-elle, et elle mangea le bol entier de porridge.
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