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TohkaXIV
เข้าร่วมเมื่อ 12 มิ.ย. 2013
M1S: A New Standard For Introductions?
I ranked what I thought were the best first bosses in raids, but should I maybe have waited for this tier to come out? Would it have claimed the top spot? This is my review of M1S!
มุมมอง: 66
วีดีโอ
Pastebin Witch Hunt Explained! (NOT HECTOR)
มุมมอง 8K3 หลายเดือนก่อน
I've seen enough people in PF mess this up that I figured I should make a video explaining this strat for people as well. This is the strat from the Shaba pastebin, which Hector says in his guide he is referencing but for this mechanic he is instead using an older, outdated, and harder version of the strat. Raidplan: raidplan.io/plan/qqJH_fbu8IAMwfoK MACROS WITH POSITIONS FOR EVERY ROLE RANGED ...
Wicked Thunder Savage Week 1 Clear (M4S DRG POV)
มุมมอง 1543 หลายเดือนก่อน
Debated on uploading this as unlisted, but seeing as it's my first successful final fight week 1 clear I figured I should post it. This was streamed live on my twitch, which you should check out! I will also have a strat video for a certain mechanic coming soon, so keep your eyes peeled for that! Oh, and come check out the stream where this was done live at www.twitch.tv/tohkaxiv
The Top 5 BEST First Bosses in FFXIV
มุมมอง 3.2K3 หลายเดือนก่อน
What makes for a good introduction to raiding? What are pitfalls the FFXIV devs have fallen into in the past? This is something I've wanted to talk about for a very long time, and now by going through the five best intro bosses in FFXIV raids, I finally get to share my thoughts with everyone. Oh, and come check out the stream at www.twitch.tv/tohkaxiv
What Makes a Mechanic?
มุมมอง 6K5 หลายเดือนก่อน
We all kinda knew Stand And Let Thing Resolve was BS, but here's a video that delves into why that's the case. Hardcore Gamer Interview: hardcoregamer.com/yoshi-p-talks-raid-woes-field-operation-in-final-fantasy-xiv-dawntrail/ Wildstar Footage From: Avatus: @vallla360 Star Eater: @Ayden_Ka Phage Maw: @lpmete0ra Maelstrom Authority: @norzza Stormtalon’s Lair: @followmybel Oh, and come check out ...
The Trouble With Automarkers (And How We Move Past Them)
มุมมอง 1447 หลายเดือนก่อน
Lots of talk about the accursed Allagan Melons on social media lately, so I figured I would add my voice to the discussion.
FFXIV Fall Guys Was SO EASY
มุมมอง 250ปีที่แล้ว
I really don't get how people are struggling to win at this, you just run to the end and it's there! How do you even lose?! ...More seriously, I can't believe I happened to get my own instance on a run of this. It was like this from the very start too, I was the only one in there from round one, and unlike some reports I've heard where people were going to certain servers and changing language ...
The WORST Ultimate Predation Pattern
มุมมอง 99ปีที่แล้ว
On Aether, the way we do Ultimate Predation is to go opposite the quadrant of Garuda on a cardinal, but not near Ultima or Titan. I think you can see why that's a problem. Oh, and come check out the stream at www.twitch.tv/tohkaxiv
Zeromus Enrages in Phase 3?
มุมมอง 667ปีที่แล้ว
This is what happens when you just keep raising people but no one knows how to do the mechanics well enough to stay alive. You hit the enrage timer before the final phase even starts. Timer on this was 11 minutes and 13 seconds when we all died. Oh, and come check out the stream at www.twitch.tv/tohkaxiv
Unending Coil of Bahamut CLEARED (Patch 6.4 DRG PoV)
มุมมอง 14ปีที่แล้ว
Witness as a penta legend is born. This wasn't nearly as rough as modern ultimates are to clear, but was still super fun! I see why it's held in such high regard by people. Oh yeah, and to catch any of my clears live come visit the stream at www.twitch.tv/tohkaxiv
P10S BEST Strat for Wings 1
มุมมอง 1.2Kปีที่แล้ว
This gives full melee uptime, has ZERO risk of a tether player clipping someone in the stack, and if needed can be adjusted for shorter running distance to get out of Holy, but realistically there's more than enough time even doing it exactly as shown. PF NEEDS to start doing this strat over N/S stacks or NE/NW tethers which are both rather finnicky. Tested live at www.twitch.tv/tohkaxiv which ...
The Omega Protocol (Ultimate) Clear
มุมมอง 49ปีที่แล้ว
The hardest encounter ever implemented in Final Fantasy XIV, cleared on the release patch. This is the peak of difficult content in this game, and I just cleared it on a laptop that struggled to the point of my game freezing mid-pull! Which... is also why the video quality is so bad lol. Cleared 5/16/23 Oh yeah, and to catch any of my clears live come visit the stream at www.twitch.tv/tohkaxiv
Party Finder Guide: The Omega Protocol (Phase 1)
มุมมอง 106ปีที่แล้ว
A new type of video I wanted to try. This one's a guide of sorts, but more a guide to the party finder descriptions than to the fight itself. Still, I hope this helps some people out! 0:45 Group Splits 1:18 Program Loop 2:15 Pantokrator 2:44 Flex Priorities 5:10 Missile Front or Back 5:55 Wave Cannon Spreads 6:38 Pantokrator Starting Spots
Pandaemonium Abyssos: The Eighth Circle Phase 2 (DRG PoV)
มุมมอง 12ปีที่แล้ว
After far too long, longer than I've spent on a raid tier in a very long time, on the first day of 6.3 my blind prog static, Tastiest Cheeseburger, cleared P8S. Phase 2 was a super fun fight to blind prog due to the nature of the mechanics being more based on puzzle solving than anything else. And with this done I'm now ready for The Omega Protocol (Ultimate) coming out one week after this vide...
The Final Transformation of Hephaistos (P8S Phase 1 Clear)
มุมมอง 62 ปีที่แล้ว
Yes, this took a while to prog. Phase 1 is VERY execution-heavy, so on the casual hours my blind group runs it took some time to get here, but at last we have reached the true final encounter of Abyssos. Wanna see where my prog is now? Come check out the stream at www.twitch.tv/tohkaxiv
Abyssos: The Seventh Circle (Savage) Blind Clear!
มุมมอง 52 ปีที่แล้ว
Abyssos: The Seventh Circle (Savage) Blind Clear!
The King Is Dead: Dragonsong's Reprise (Ultimate) Kill (DRG PoV)
มุมมอง 662 ปีที่แล้ว
The King Is Dead: Dragonsong's Reprise (Ultimate) Kill (DRG PoV)
Faster Than The Previous Fight?! (P6S Kill)
มุมมอง 42 ปีที่แล้ว
Faster Than The Previous Fight?! (P6S Kill)
A Rougelike Inside of Temtem? Evershifting Tower Successful Run
มุมมอง 932 ปีที่แล้ว
A Rougelike Inside of Temtem? Evershifting Tower Successful Run
First Ever Proper Blind Prog Kill! (P5S)
มุมมอง 72 ปีที่แล้ว
First Ever Proper Blind Prog Kill! (P5S)
Temtem's Elite Four! First Successful Archtamers Attempt
มุมมอง 2482 ปีที่แล้ว
Temtem's Elite Four! First Successful Archtamers Attempt
Tohka the Cowardly vs Starscourge Radahn (1.02)
มุมมอง 222 ปีที่แล้ว
Tohka the Cowardly vs Starscourge Radahn (1.02)
Best Case Scenario vs Erichthonios Savage (DRG Day 1 PoV)
มุมมอง 72 ปีที่แล้ว
Best Case Scenario vs Erichthonios Savage (DRG Day 1 PoV)
Best Case Scenario vs Hippokampos Savage (DRG PoV)
มุมมอง 42 ปีที่แล้ว
Best Case Scenario vs Hippokampos Savage (DRG PoV)
hate to break it to you, but all the hector parties have been doing just this. this is nothing new
If the Hector parties are really doing this as opposed to what's in his video, that's great actually! I've personally been sticking to parties that mention Shababin where I can to be safe and not get the outdated version of the strat because then there's no excuse for doing it the old way, but what really matters to me is doing the best version, the one that requires the least thinking for people in party finder, and that's not what was in his video.
This tier was my first time raiding and I would definitely agree that M1S felt like a good introduction to it. For me, playing around markers for things like clockspots, light-party/pair stacks, and for visualizing things like the clone movement was what took the most getting used to. Since in normal content you can basically just stand anywhere you like and hope for the best. I think this fight did a good job getting me used to that sort of more strict positioning while still allowing enough wiggle room. If anything I was almost expecting more complexity in certain mechanics compared to normal mode. Like the platforms gradually getting shattered during Mouser was surprisingly simple to avoid with only two patterns to observe. As well as Pounce definitely feeling kind of tacked on at the end.
needs more me
who didnt do this tho lol
This seems so convoluted. Wouldn’t it be simpler to just think of it as “good pattern” baits off marker and “cursed pattern” baits on marker. At least thats how i think of the mechanic and everything just naturally resolves by itself Like you said, You don’t trust pf to know where to stand yet you trust them to memorize what is essentially 8 different movements for the 2 different patterns? That’s kinda crazy way of thinking ngl 😂
Witch Hunt is so much easier once you realize there are only 4 different patterns with two being cursed and two blessed. This video saying not to do Hector and presenting some convoluted macro that doesn't even make sense is just backwards thinking. Once again not saying Hector strat is perfect or that Hector is the best but it is leagues above whatever this video is trying to articulate.
So, I would not say that "stand in specific spots based on widening or narrowing" is more convoluted than thinking about the four different patterns which change where and when you need to bait. I'd love to hear your explanation for how four patterns to consider is easier than two though!
@@tohkaxiv6162 For sure! I think it may be a failing to understand each other. After rewatching a few more times I understand your strat better. I think my main concern with PF not fully understanding the mechanic would be if the precision is off even a bit you can easily get messed up baits. Especially for the Ranged/Healers with Narrowing + Far. If the Ranged/Healers understood the mechanic then the Ranged would simply move more into the North HB of the boss when the Healers are baiting and similar the Healers would move into the South HB when the Ranged are bating for that pattern.
@Libows Which is a potential concern, I've seen a few people in pf not get that bait right, but personally that's where I go back to the waymark for guidance. If it's your role's bait set as a ranged you should just be on the marker for in, same as the old day 3 pastebin/Hector method, and everyone else should just be off of it, aside from the bait role's melee who wanna hang out on the hitbox. And that's kinda the idea, is you can do specific spots because there are pretty clear indicators available for everyone to work from, which is why in the video I added the waymarks even though they weren't in the raidplan from the current version of the Shaba pastebin.
Emerged? This is a week 1 strat.
And the video this one replaced was a week 1 video!
Ahh yes as the jp calls it, nuke strat.
Ah yes, a 91 sub channel wants more engagement by mentioning hector rather than str8 up teach it. Optimize strat evolve over time no need to put someone down for attention, a**hole.
Optimized strats evolved before he put the video out, if you bothered to look at release times you would have noticed that.
Hectors strats are generally simpler... for idiots.. and always not that great.
JP players lowkey been doing this from week 1
it's a matter of identifying the patterns and then executing them automatically. Essentially it's still "Hector's Witch Hunt", you're solving the same order. It's a good video for people who didn't understand the pattern. But in PF I don't really like the idea of being between bait far away and bait close up without need. It is easier for deaths to occur due to inaccurate positioning (which wouldn't be a problem if the rest of the party was doing the mechanic normally) of the person responsible for the bait.
So, yes, when executed correctly this strat puts the baits on the same people at the same time as the old strat. The difference is the old version requires you to trust people in Party Finder to be able to read the three different components of the bait order, the in/out order and the bait positions, while this one only requires people to read and process one thing, and stand in four places as a result. That is simpler, which is why it had been the pastebin strat for a few days prior to Hector's guide coming out, plus it's better for uptime because you're not forcing people out of melee range to not steal a bait, because in baits are in enough you can be safe at max melee.
@@tohkaxiv6162 Real communism has never been tried
@@tohkaxiv6162I mean hector specify which roles goes at what time it’s literally the same thing, the thinking is the same, you see widening and you always do the same thing for your role, there’s litteraly one way to solve it and speaking about the way you think about it while doing the same thing doesn’t make it another strat
EXCELLENT STRAT WILL USE IMMEDIATELY (1)
i hear there was a super cute chatter in chat during this pull :)
As a boomer and a doomer this video was a great watch. There's so much reductive argumentation when discussing raids and jobs in this game, it's nice to see someone outline and appreciate what's there, and also what there could be. I took a long-ass break from the game after finishing 6.0 so it was really cool to see the return of the T12 bennu's. I need to go back and play those raids; it's not like our jobs are all that different. :')
great list but wish there was e9s
E9S is an interesting one to talk about. There's a lot to like about it! It has memorable presentation in the distinct phases, particularly the tiles. It's got a reasonably good tutorial aspect with animation reading, proteans, tether breaking, etc. But it's also in my eyes not approachable enough. The proteans are more punishing to deaths than a fight deeper into the tier, there's a decent bit of required coordination, it's tough. Which does make it fun as a long-time player, but hurts it as specifically an introduction. Sadly this is a handicap that the first fight of a final tier will always have to deal with, because it needs to be engaging to players who have done the whole rest of the expansion. You're likely not dealing with as many totally fresh people at that stage anyway, meaning it's safer to do, but with the criteria I based this list around even though I generally like the fight that ends up keeping it off the list. Though if I'd made this video a few years earlier it probably would've made it in!
If anything, O1S will forever be remembered rather infamously because a certain streamer asking "WHERE WERE THE EELS?!"
i am a very simple person i see Ratfinx Twinkledinks i like
It's interesting because I feel that UWU titan jails would be easier if they put actual debuffs on players. The party list could then be the priority list. I also felt the fan method is a little unfair because the preceding mech (knockback) has such a small space for the group to be.
im only in this video twice?? fix pls
NVM THREE TIMES GOOD CONTENT
I really disliked that video and it never made sense to me. There are a LOT of games, even single player that could be boiled down to that mentality of “stand and let thing resolve”. Bosses in Mega Man, Castlevania, Donkey Kong Country. Boss does a telegraphed attack, you dodge and get out of the thing while maintaining uptime on the boss. But in an MMO that uptime involves more buttons and and understanding of those buttons. Plus, as you said, it’s more involved with things like healing, mitigation and a plethora of other things. It’s doing what video games do and it’s not just an MMO thing.
1st, being fair to the original negative input: iirc, the guy said "when you got how a mechanic works, it then becomes 'stand and let things resolve'". Also, by "stand", the guy clearly implied "movement" as well. Chains that need to be broken: go stand far. Ramuh orb eating: go stand in 3 spots. Knockbacks: stand before obstacle/before long strech of terrain. Boss/add position managment: provoke and stand in spot. Tether to trade: stand in the way when it's your turn. Now, the guy made two critical assumptions that made their argument not worth sharing: - they assumed everybody was great at their rotation - they assumed everybody was great at learning and reading mechanics Those two aren't a given. And, when the vast majority of players lack either one of them, the "FFXIV isn't interesting enough for anybody" crumbles. It may not be interesting enough for somebody wanting a fast-paced reflexe-based game, but it is enough for the average human enjoyer. Now, a lot of the limitations in mechanics are based on the engine limitations. But I still believe there could and should be *a lot more* alternate mechanics available besides "manage your job actions and move good". *The rest of this message is examples of other mechanics that innovate more or less in different yet accessible ways. Read at your own risk of dying of boredom.* - Interacting with something: unpopular opinion, but interactions are interesting. There is strategy in absolutely stopping pressing all your buttons in order to dedicate your actions to something else. Mostly : the "when". And it can only be described as "click on thing for unique stuff to happen". You could have to charge a canon during the fight which would destroy the "first-enrage limb" of a boss, and players who get hit by lightning could have to go transfer their overflowing lightning-aether to the canon terminal by running back and clicking on it (instead of the current lightning rod system). You could have to haul a McGuffin on a trail to end up next to/far from the boss/the party/something else - moving said McGuffin could give a stacking debuff, meaning people have to relay while still managing the fight. You could have to remember a code that appears on the ground/in the background/etc. and interact with a set of doors in the correct order according to said code to get away from a mechanic. Amdapor's Diabolos is literally a dumb version of this last proposition. Susano's sword is another example of interaction that is more interesting than "interact to go on safe spot". They can be done. - Other object management: another unpopular opinion, because old players didn't like fun. Pushing away bombs (Brayflox), pulling bombs away from the party (Alexander 2 I think?), passing a ball from plateform to plateform (imaging every player secluded on a plateform through towers for that one), etc. Managing an object through something else than "damage big", but moreso "damage when" and "damage how". Managing white mage and black mage moogles from Thornmarch can enter in this category. Inflating a balloon through damage/heals just enough (but not too much!), etc. These still can be described with "standing the right way and attacking", but are clearly not the same feeling. - Vehicules/mutations: unpopular opinion as well. Damn I wonder why combat got so annoying for that guy. Once again, abandonning your own gameplay for a unique variation. Protecting the party from bombs, unique adds, a big bad laser. Building up planks for a bridge that will be useful in 30 seconds. Becoming a giant that punches the boss down to managable health right before hard enrage. Becoming a giant that holds the rest of the party on its back (the "back" is a small arena with the party managing adds and aoe to handle mutated guy's health) while giant player is avoiding incoming obstacles (can be camouflaged as an autoscroller with moving orbs so that the "giant" is actually static, all the players and adds thus being handled like normal, and simply the background moving visually). NieR raid has a tiny vehicule phase once. Instance actions: guess what. unpopular opinion. Already mentionned in the video. Those allow for unique interactions that are not about your rotation or positionning. Gotta make them more interesting than a shield (Lakshmi, Rabanastre), but still. Verticality: not an unpopular opinion I think. But as I understand it, it got quickly avoided by the devs after Twintania cheese. Having some people get down/up a flight of stairs to handle some other mechanic. Jumping in a hole to avoid a wave of fire before being propulsed out. Needing to regularly move up a slope to avoid rising lava which would work like Alexander's lawnmower thing from Lamebrix's fight (with said slope being the time limit for a fight, a tad like second boss in Copperbell hard). Technically all "stand and move good", but it at least varies a little. Add "move McGuffin through stairs" and you get into something interesting. Display: the tiny bridge from the last Fuath boss from Dohn Mheg is basically a "move to resolve" mechanic. Move on the wrong path = death. *But* it doesn't look like yet another big hit in your face. Fire, energy ray, big slam, needles, big rock, wave, etc. We have a multitude of damaging elements. Truly a huge amount. But they mainly all simply hit your face. We could go further. You could be hit by an avoidable aoe which would visually transform you into a carrot for 3 seconds: you get one vuln/a damage down, are unable to move during the transformation and tiny evil lopporits spawn from the ground and eat you until the end of the transformation for 60% of max health. You could be hit by an avoidable aoe which gently pokes you with sparkling stardust and makes you into an ultra fat round puppet. Damage down + makes it harder to read your own position for the two mechanics following in the next 8 seconds. You could be hit by a raid-wide aoe that drops a veil on the party (like those veils in P4, but with replacing your character with the texture of a bump in a sheet, like if you were "under it"). Incapable of acting and impaired controls (like with the turning confusing pointy hand) until you get out. There are already mechanics like that with frog transformations and the unequaled Cerberus belly fight. Still stand and resolve, but at least you are not always tired of it. All that to say: there are many ways to vary while respecting the limitations of FFXIV. I hope those examples (are understandable and) speak for themselves.
It’s the coolest most bestest strat. Stand and let thing resolve.
Great video. Hope more sees it
That Lynx Kameli video was just a cringe filled hate train grasping at something to get him a social pressence to build his viewership. I am glad he fell flat on his face. I agree with your video, Raids can improve, and I am hoping DT brings in some new mechanics, but Lynx was just grasping for attention. He is fine where he is right now, I failed has-been full of bitternes that should fade away from memory.
As I wrote as a reaction to another comment, the discussion is NOT about "waiting" ; it's about the game's engine that works by server ticks. Thus, everything looks like "if A, then B" and even patterns actually are "either X or Y" (sometimes there are 4 patterns) ; the "hard" patterns that would be "impossible" are eliminated and the best example I have in mind is Aloalo's first Criterion boss : it's simplified so much so that you only have to look at the central cristal, nevermind the rest of the arena. A different gameplay would be "A does this up until..." ; for instance, in UwU, Titan does 1 landslide up until players build a bridge to stack him a buff that causes him to use 2 landslides instead of only 1. But stacking him litterally is "stand at the correct position and let it stack". There are far mor examples in a game like WoW, because it allows an infinitely higher number of possibilities on each pull, than FF ever will. You talking about "adjusting to the 7 human beings" is... just like comparing painting with a color in 7 different ways, rather than using all colors and tools in an infinite number of ways. There is close to 0 adjustment in FFXIV, because everything is much easier to anticipate. And because all revolves around the server ticks. As such, there is no solution because it's not even an issue to begin with. FFXIV will never be as dynamic and interactive as other MMOs but it shouldn't either (and knowing precisely the area of effect as well as the timing is indeed valuable) and simply can't without a complete overhaul of the game's engine. Should someone not want this "stand and let resolve" (which is a provocative assessment misleading many players), then they shouldn't stay on FFXIV. For clarity, the opposite of the assessment would be "immediate feedback". Not like "If A then B" quicker than it does already, but like Doom fading from healer LB3 on UwU iirc. As long as the timing is scripted or dependant on the server ticks, then... It still is "stand and let resolve" (up until the server ticks) .
what im getting from this is “stand and let it resolve” is every wannabe hardcore raiders favorite new buzzword.
Just stand and let thing resolve! "Ordained motion" Imagine the mech is "make the same emote the boss do." type something in "say" to a boss. Turning things around where the boss become zombie mode, and healers need to heal the boss to damage.
Lists of mechanics off the top of my head that XIV has that I can't really call "stand and let resolve"-adjacent without stretching REALLY hard (and some instances where they appear): >Chains that need to be broken (Ifrit EX, Titania EX, P10 in a sense) >Tether trading/Allagan Rot-style mechanics (A4S, T2) >Arena-hopping/Arena destruction (Shinryu EX, P10, E3) >Orb Eating for mitigation (Ramuh EX, E5) or to soak damage (P4, A4, Chrysalis trial) >Gaols/Player Quarantining (Titan variants, A4, A3, Hades EX) >Interruptables (typically found on adds in add phases, and frequently in low-difficulty content, but rarely seen in bosses. Frankly it'd be cool to have more stunnable/interruptables in bosses themselves) >In-Arena Object Interaction (Leviathan EX shield, Bismarck EX harpoons, A9's batteries) and certain "kinda variants": >>Mechanic-Based "parrying" interaction (Susano EX, Ruby Weapon P2) >>Mechanic-Based Arena Interaction (Garuda EX pillars, Ravana EX walls) >Multiple Boss Parts (Shinryu EX) >Add management (lots of fights, but most notable and unique off the top of my head are P3 birds, A4 Jagd Dolls (and by extension TEA's), and A9's battery-powered adds) >Heal checks not caused by ordinary damage (Many Doom-giving mechanics, O8) And these are just mechanics that come to my mind, not even counting super-common DPS/Heal checks or mitigation checks. Recency bias has me thinking of harder-core (but not necessarily ultimate-level) content since I've been looking into it, but there are plenty of interesting mechanics that show up in the strangest places. Lost City of Amdapor (Hard) has a mechanic where the boss reverses whether their mechanics heal or harm, Wanderer's Palace (Hard) has the tank dog-walking the boss so that they aren't standing in banners that give them damage up/vuln down and a midboss where players have to eat specific colors of idols so the boss can't suck them up. Hell, Castrum Lacus Litore (the big 48-man raid from Bozjan Southern Front) has SIMULTANEOUS boss fights in different parts of the map where half the raid will split based on whether they wanna siege the walls or break down the front door! There's plenty of mechanics out there in FFXIV. I think people tend to resonate with the "stand and let resolve" argument because that's what FF does when it wants to be "safe", in a sense. There's lots of mechanics that *can* be reductively described as "stand and let resolve", after all. I still think it's distasteful for people to act as though they're somehow all the same, though, or that there's somehow been every combination possible ever done. For example - we've seen "Knockback into Towers" before and we've seen "Knockback into Flare" before, but both at the same time? AND the knockback is centered on a player, too? That's a fairly memorable "stand and resolve" mechanic from Golbez EX imo, and proof that even so-called "midcore" content can be really creative with currently-established concepts.
It's a complete misunderstanding of the assessment (which itself is a misunderstanding of the role of the game's engine) . To anyone who's tryed multiple MMO, the criticism comes from the lack of interaction or too much of scripted encounters or the absence of "dynamism" (choose whichever way to say it that fits you most) . Even the mechanics you're talking about, even in Ultimate encounters, things have a "turn-based" feeling : you do something, and there is an inertia. Tethers are actually a great example : you don't just run past the tether to take it for yourself, instead you position yourself in between and wait for your character to secure it. Even Arena-hopping looks nothing like WoW ones. First, it's not a problem in itself : it never prevented designers to build cool and intense encounters. Secondly, it's a (venomous) legacy from 1.0 release so whatever we say, it cannot change (if it ever had to) . And thirdly, it has far more implications than combat design : even our skillset, even the 2-min meta, derive from this engine. Why are rotations designed around CDs rather than procs ? Because we have to be aligned to server ticks ; the X minutes meta is merely a consequence (that took a long time for designers to understand how satisfying it is) of this CD-based gameplay. Why do some encounters (UCoB is a great example !) feel clunky ? Because of the server ticks. DoTs jobs being impossible to design (which is why they removed it) ? Well there are several reasons, like the extremely long GCD that prevents juggling with them or the absence of actual management when you always use them at a specific timer which... Is then again caused by the engine : all jobs having the same timers and GCD causes everything to be more or less aligned and you're not supposed to calculate which buff is best to benefit from, at each exact timing of your DoT (which is the very point of DoTs management) . Thus, people are happy with deayed powerful actions and do consider them as DoTs even though they aren't anything different from a high potency action. "Stand and let resolve" is a provocative way to say how rigid the engine is, and how much turn-based it actually works like. It isn't telling much about the game nor its quality but if you don't like it, then you either want another FF MMORPG, or simply a different MMO altogether. By no means does this criticism says that you have less inputs but they're supposed to be "sparse" ; even for Pantokrator, you make a movement, wait, move, wait, move, wait. And it feels really satisfying as a caster when we can fit a cast in between each movement.
Lost Ark and blade n soul mechanics are on another level of creative. They are so hardcore that you feel extremely satisfy beating the raid.
You're being very liberal with your application of the term "mechanics" in order to make your point more salient. Healing and damage mitigation are responses to mechanics, not mechanics themselves, for example.
I dare you to stand and let Pantokrator resolve.
sttaaaaand AND LET THING RESOOOOOOLVE
Also PLEASE make fight arenas something other than a square/circle. Let one arena be a throne room, rectangular with steps leading up to a throne, or a church where you hide behind pews to dodge an attack or something, incorporate environments into it somehow PLEASE just innovate in some way
You don't play this game then, cause they are crosses, lines, multi linear, multi non linear lines, all of it.
@@namenotfound8747 I really shouldn't engage with you if you assume I don't play, obviously yeah there are exceptions like Phantom Train and as a more recent example, Valigarmanda (I'm still going through MSQ, you dolt). Overwhelmingly the fights are within a square or circle.
@@rubybahamut2 people complaining about these mechanics are the same 90% of hardcore raid players that min max everything by following guides that the other 10% made by doing it raw and learning, looking up everything they need for any section, bought billions of gil on third party websites half of the time cause they got little to no crafters/ gatherer and some even use cheating software and are part of the burger king community that rage quit when the mentor roulette gives them a EX trial cause they've never ran a extreme trial raw with strangers and if they stick around after 1 wipe, half of them don't, they'll get mad at everyone and question them if they didn't look up the same nonsense they use for all content EX and above in difficulty. BTW this is why regular content in FF 14 is a dog and pony show with some exceptions because SE has to balance the game with the majority of hardcore raiders being part of this long standing problem still since the tail end of FF11/ Beginning of FF14 1.0 and the new player still going through MSQ and maybe has done 1 actual extreme synced and they don't understand the massive jump in difficulty.
The stand and let things resolve guy just wanted a raid only MMO. Ff14 isn't that. It's a game for everyone ( casuals to Raiders) we have content for everyone. That's why this guy was very mad . He wanted ff14 to be something it isn't. Ff14 is a jack of all trade master of none and that why I love it .
turn 7 had good mechanics btw
That's a hard way to say "stand and let thing resolve". Wich it still is. Especially if you look at how much you could do mechanically back in arr and hw still. Compared to back there there is pretty much not much more going on now. They even went so far as to make all old content easier by also making it stand still and let thing resolve. I beg to differ with you and claim you are the one missing the point with these mechanics.
I mean what kind of criticism expect from a community so in love with reductive and/or surface level criticism? Sure you can say mechanics have gone stale because they are similar actions you need to perfmor, however it's also true that tempo and quantity of action has increased, targeting also has become different to the point ppl "need" automarker in a certain ultimate to be able to "solve it". But eh some raiders would rather sink with a ship rather than admit their perspective is flawed
the whole theme of top p1-p4 was controlling your damage output to kill each phase to continue, but in a controlled manner so that the party can still beat up omega in p4 before blue screen finishes casting. and everyone hated that
A different pattern that I feel is the culmination of position based mechanics I see used a lot in FFXIV is Stack>Spread or Spread>Stack. Once you notice it once, you can't unsee how every second spread or stack is followed by its respective counterpart. We even have a special stack marker, just to make sure people don't immediately spread right after, i.e. Akh Morn. Just a fun realization, and I wonder if something new could pop up to shake up this pattern...
The question is what can the devs even do? We have akh morns, spread, stack and enumerations. Personally, I can't think of anything else that they could do. So if the devs can come up with something new, that that'd be brilliant
Great explanation of the issue, why it exists and how it could be solved. Even for someone like me who only knew what auto-markers are through context, I still understood it.
you have to move first, then let it resolve. ffxiv is mainly a 2d game. the hit box is a circle. height difference only happens in world map or pvp. there is no collision. you should think xiv as a rhythm game. if you want to change this into ff16 style action, it will be a different game. it is better to make a ff17 online. see pso new genesis, they just update the game with mixed reviews. so it's better not to stir the original paying playerbase. a new game? but that will split up the community? it is what it is. the best way is to do a combine subscription or venture into free 2 play gacha.
I think already got burned with 1.0 to try and make a jump ship mmo, if they'll do another mmo they'll market it to a new audience entirely and........it'll probably be a genshin clone if I have to be honest
people like you make me glad square enix doesnt listen to the western community
A wrench and a dream.
Awesome video!! I agree, i think not enough credit is given to FF14's fight design! I hope that we'll get more fun bosses in DT!