tiggerkiddo
Member
Thancred outfit should be unisex
Thancred outfit should be unisex
Apparently the full famitsu interview basically confirms we are getting new actions in 4.0
My hotbars weep
i think today's the last day to get the power ranger armor and poses, you should finish that 1st
PRAISE YOSHIDA.
No seriously, it's about damn time. I want to collect my gear and go home, thanks.
Midas isn't hard, its just pretty obnoxious to learn.
Minor latency/tick woes (Hidden mines, Height, A7 spikes), some inconsistencies with stuff that should be predictable (WOTW trajectories), annoying RNG (Blaster, Brawler), raid wide wipes off a couple mistakes due to timing on stuff (chain pulling A6, High Wire), long fights with most of its bullshit gating 2/3rds of the encounters forcing you to keep banging your head against a wall over and over.What's obnoxious about it.
You're kind of complaining about the whole game here. Overly long fights and terrible tick rate (that gave us the infamous sac strat in A4s) aren't exclusive to Midas Savage, and every raid tier has annoying stuff and inconsistencies like this.Minor latency/tick woes (Hidden mines, Height, A7 spikes), some inconsistencies with stuff that should be predictable (WOTW trajectories), annoying RNG (Blaster, Brawler), raid wide wipes off a couple mistakes due to timing on stuff (chain pulling A6, High Wire), long fights with most of its bullshit gating 2/3rds of the encounters forcing you to keep banging your head against a wall over and over.
I mean, it might be just my experience with the tier since our melees were kinda shit which dragged our RDPS quite a bit and once you know the fights they're nothing special but the process of getting there was pure frustration.
Absolutely disgusting.Bring back Allagan Rot.
Bring back Allagan Rot.
This applies to every role if the death occurs at a bad time, and it's very possible to recover even from a healer death. I've solo healed things that I didn't think would be possible when my co-healer got DCd during Savage fights.
Bring back Allagan Rot.
The mechanic being hard or not is not what was being discussed. Stone Ocean (and myself earlier) was talking about the inconsistency of server ticks and passing debuffs around (or debuffs applying or being removed with a server tick delay in the case of A7s' spikes), to which I jokingly said "bring back Allagan Rot", because it was extremely inconsistent to pass around at launch.That mechanic is so easy though! It doesn't even have a damage tick like everything that has Nisi written on it.
The mechanic being hard or not is not what was being discussed. Stone Ocean (and myself earlier) was talking about the inconsistency of server ticks and passing debuffs around (or debuffs applying or being removed with a server tick delay in the case of A7s' spikes), to which I jokingly said "bring back Allagan Rot", because it was extremely inconsistent to pass around at launch.
Why does it always have to go back to the perceived difficulty or lack thereof when people are complaining about mechanics being annoying to deal with from a mechanical, coding standpoint?
I was talking about inconsistencies. I shouldn't have mentioned Allagan Rot because it's not tied to server ticks like the spikes are and you're right to correct me there. You're still missing the point that it's not about your (or anyone's really) perceived difficulty of mechanics but about inconsistency in dealing with them due to stuff applying at weird times, server ticks, latency and that sort of issues.Well that's probably because it hasn't been years since passing Rot was affected by server ticks.
So instead of saying "bring back Rot" you meant "bring back launch server ticks" and... oh no, why would you want that.
I don't think Midas is hard at all, but I haven't downed big BJ yet.
I was talking about inconsistencies. I shouldn't have mentioned Allagan Rot because it's not tied to server ticks like the spikes are and you're right to correct me there. You're still missing the point that it's not about your (or anyone's really) perceived difficulty of mechanics but about inconsistency in dealing with them due to stuff applying at weird times, server ticks, latency and that sort of issues.
It's like noone ever complained about Digititis, Brand of Purgatory and Drainage tethers feeling inconsistent and "not right" (edit - before you correct me: I know you need to deal with them by standing still until it passes, but most players feel there is a disconnect here and I don't blame them).
It's perfectly fine to think that it's fair to deal with the way servers work and that it takes skill to play around this and you can sometimes use it to your advantage (getting more ticks out of buffs, sac strat in A4s), but for a lot of players it's frustrating and unfair and makes progression difficult.
That's exactly what bothers me about the whole situation. They have the ability to do that kind of stuff flow smoothly, yet it's sometimes off in a major way. Why can't all tethers just react like Tempest Wing or Sephirot Ex's tethers?the tethers in T8 and A3 are super unwieldy, but Tempest Wing in T13 always passes instantly. Eh.
Also dying once is the worst since your health drops by like 5k. So you probably wont survive the phase change. Someday ill beat ex seph.Yeah well, that's being bad and it's not something that simplified rotations or buff management will change.
Oops, thought the live letter was 12 noon ET today, it's actually 12 midnight tonight.
If you're Weak the Healers should be using Stoneskin/Galvanise there. Heck a PLD could join in with Divine Veil, or have better DPS on adds to lower damage. It's just a case of maybe bad healers not topping people off to stop dying the first time, and then not shielding properly the nextAlso dying once is the worst since your health drops by like 5k. So you probably wont survive the phase change. Someday ill beat ex seph.
I've been watching and hearing how mechanics work in Alexander's raid tiers, and the fights look so boring. 8-10 minute fights, only to mess up on a mechanic that requires extremely strict memorization of placements and where to go, and wipe the entire group and start from Point A again. It being that strict just doesn't look appealing.
Sure, I could do it if I bothered to find a raid group. But why. There's no incentive other than raising my ego. Maybe some people find extremely tight difficulties fun but i'm agreeing more and more with Yoshi on easier raids being more healthy for the playerbase and getting people to play them
A lot of the things you call annoyance here are basically people doing mechanics slowly or in a sub optimal way. So much of these fights have been, and always have been, minimizing the amount that rng can fuck you sideways. If you are getting spiked or height errored because of server ticks then you need to do the mechanics faster. There is so much time for height it's frankly embarrassing if you get height errored outside of very small fringe cases.Minor latency/tick woes (Hidden mines, Height, A7 spikes), some inconsistencies with stuff that should be predictable (WOTW trajectories), annoying RNG (Blaster, Brawler), raid wide wipes off a couple mistakes due to timing on stuff (chain pulling A6, High Wire), long fights with most of its bullshit gating 2/3rds of the encounters forcing you to keep banging your head against a wall over and over.
I mean, it might be just my experience with the tier since our melees were kinda shit which dragged our RDPS quite a bit and once you know the fights they're nothing special but the process of getting there was pure frustration.
The incentive is having fun. Maybe some people enjoy the challenge that they bring? Not everything is about loot.Sure, I could do it if I bothered to find a raid group. But why. There's no incentive other than raising my ego. Maybe some people find extremely tight difficulties fun but i'm agreeing more and more with Yoshi on easier raids being more healthy for the playerbase and getting people to play them
It's fine that you don't want to raid, it's not for everyone and people raid for different reasons (ego, cool gear and mounts, getting out of their comfort zone, having fun overcoming challenges with friends).I've been watching and hearing how mechanics work in Alexander's raid tiers, and the fights look so boring. 8-10 minute fights, only to mess up on a mechanic that requires extremely strict memorization of placements and where to go, and wipe the entire group and start from Point A again. It being that strict just doesn't look appealing.
Sure, I could do it if I bothered to find a raid group. But why. There's no incentive other than raising my ego. Maybe some people find extremely tight difficulties fun but i'm agreeing more and more with Yoshi on easier raids being more healthy for the playerbase and getting people to play them
I've died to this particular mechanic when I was standing on the platform at like 80% of the cast bar while learning and way in the back already. There's literally nothing to do but pop sprint and run when the first sizzle goes out, there's very little that you can do better here. It's a very easy mechanic.For example, if your healing is just hitting the platform as sizzle is going out, you're doomed to getting fucked if you're just a second too slow
I've been watching and hearing how mechanics work in Alexander's raid tiers, and the fights look so boring. 8-10 minute fights, only to mess up on a mechanic that requires extremely strict memorization of placements and where to go, and wipe the entire group and start from Point A again. It being that strict just doesn't look appealing.
Sure, I could do it if I bothered to find a raid group. But why. There's no incentive other than raising my ego. Maybe some people find extremely tight difficulties fun but i'm agreeing more and more with Yoshi on easier raids being more healthy for the playerbase and getting people to play them.
Some of the most fun I've ever had in this game was dying to T9 for weeks with my raid group till we finally took it down. There's nothing wrong with some content being super challenging and exclusive to high-level players, and hell, Alexander isn't even that exclusive, since there's much simpler versions of every fight for more casual players. And anyway, the first few fights of Gordias and Midas Savage aren't even that hard in practice.
The problem FFXIV is having isn't that Alex Savage is too hard, it's that there's little endgame content in between "very easy" (Alex Normal) and "very hard" (Alex Savage). They used to even have three tiers of primals, for instance (normal/hard/extreme) before they switched to two, which was a mistake.
Like I said, it might be just my group being bad - which most of them frankly were - but "do the mechanics earlier" is a pretty "well duh" comment. It's not like the fights aren't doable - far from it -, that doesn't mean its good design to make mechanics based around optimal ping with finnicky checks. Not everyone gets to play at sub 50 ms.A lot of the things you call annoyance here are basically people doing mechanics slowly or in a sub optimal way. So much of these fights have been, and always have been, minimizing the amount that rng can fuck you sideways. If you are getting spiked or height errored because of server ticks then you need to do the mechanics faster. There is so much time for height it's frankly embarrassing if you get height errored outside of very small fringe cases.
Maybe it's NA ping privlidge or whatever excuse people want to find, but sometimes when you're barely scraping by on doing mechanics 80% correctly, you're gonna get fucked over 20% of the time because you cut it so close. For example, if your healing is just hitting the platform as sizzle is going out, you're doomed to getting fucked if you're just a second too slow. The remedy is 9/10 times going to be "do the mechanic better" rather than "blehblehbleh latency"