What Makes a Mechanic?

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
  • 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....
    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 stream at / tohkaxiv

ความคิดเห็น • 74

  • @ArceusShaymin
    @ArceusShaymin 3 หลายเดือนก่อน +15

    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.

    • @Namriel
      @Namriel 3 หลายเดือนก่อน +1

      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.

  • @coaster1235
    @coaster1235 3 หลายเดือนก่อน +8

    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

  • @Ayden_Ka
    @Ayden_Ka 3 หลายเดือนก่อน +11

    Look Gary there I am! Funny you tag me on this 'cus it's a topic I talk about all the time.
    I've said this since HW, mechanics have become "stagnant" in the sense that, once you've seen all that HW has to offer all the following mechanics can be seen as just a remix, but that's not a bad thing in itself since even games like EQ2, Rift, WoW, and Wildstar had "stagnant" mechanics, it just boils down to what those games have to offer in their gameplay style and how that translates to the fight designs.
    What FFXIV does extremely well and distinguishes it from other MMOs is that it takes its very rigid gameplay and makes the best of it, and it does so by creating fights that feel more like dances, when you know the fight you know exactly how it should look and then it feels like it's a very fluid choreography. And I'll always give praise to the devs because their deep knowledge of their own gameplay has created the absolutely hardest MMO fights to date.
    The comparison to other MMOs has always bothered me since those other MMOs, particularly Wildstar, have super loose gameplay where DPS checks are minimal and it's mostly mechanical checks that stop you from beating the bosses, and that is what makes those MMOs so fun to play. However when FFXIV tried to do something similar with the Binding Coils of Bahamut it simply didn't mesh with the gameplay, having to bind and kill oozes that one-shot you, having to pass allagan rot, the terrain issues with Twintania, all of these made it clear that "traditional" MMO mechanics just aren't the fit for this game, mostly due to latency, the shift seemed obvious to me come HW where the focus was mostly on DPS checks, but even HW had some traditional MMO mechanics.
    So yeah, all to say I play different MMOs for different things, and to claim FFXIV mechanics are all the same is stupid, but one can find the stagnation if he looks for it, much like Yoshi said.

    • @zidaryn
      @zidaryn 3 หลายเดือนก่อน +1

      Agree with you on FF XIV fights feeling like dances. One of my best memories is doing Ultima Weapon back during 2.0. At the time, the fight was timed so well that the change in the music matches when the phase changed to all the bits spawning and having to dance around them. The timing of the music change along with slide casting out of damage felt amazing.

    • @tohkaxiv6162
      @tohkaxiv6162  3 หลายเดือนก่อน +4

      So first off, can I just say thank you for actually being good at Star-Eater midphase? The amount of videos I found where people couldn't get higher than the first set of orbs or in some cases didn't even try to grab them, I was so relieved when I found your video where you actually do the mechanic.
      As for the topic at hand, it's an interesting balance the devs need to strike in XIV. The remix style of the mechanics combined with the consistent design language used in fights to communicate them is something of a double-edged sword. With that design language they can communicate things very easily and that opens up space to create much more complex mechanics using them, but on the other it means you can easily spot the reused ideas and as you said, find stagnation if you're looking for it.

    • @Ayden_Ka
      @Ayden_Ka 3 หลายเดือนก่อน +1

      @@tohkaxiv6162 I was always backup for every fight and every mechanic, my job was to grab 1 orb in my coordinate and then hover in the middle to grab the ones right above the boss so I was kinda forced to go above everyone and just look around, super fun fight.
      But yeah, part of the issue does come from the added clarity for mechanics, as dumb as it might seem while the added clarity is really good for anyone trying to get into raiding, all it does for veterans is highlight every time a mechanic type is utilized.

  • @rubybahamut2
    @rubybahamut2 3 หลายเดือนก่อน +5

    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

    • @namenotfound8747
      @namenotfound8747 2 หลายเดือนก่อน

      You don't play this game then, cause they are crosses, lines, multi linear, multi non linear lines, all of it.

    • @rubybahamut2
      @rubybahamut2 2 หลายเดือนก่อน

      @@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.

    • @namenotfound8747
      @namenotfound8747 2 หลายเดือนก่อน

      @@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.

  • @KirillBry
    @KirillBry 3 หลายเดือนก่อน +5

    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...

    • @munem939
      @munem939 3 หลายเดือนก่อน

      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

  • @metaboi488
    @metaboi488 3 หลายเดือนก่อน +2

    In Blade and Soul, you could apply CC to bosses in specific times by applying a CC multiple times in short period. (You would knock down 3 times or stun 2 times etc) When done correctly it would skip the next mechanic or allow you to do other actions which can turn it into a semi burst phase. Maybe FFXIV could use their role actions like this where if you apply a specific CC (Denoted by voice lines or other indicators) the mechanic could be easier to resolve and boss gets a buff that prevents weakening mechanics. Normally boss would use 2nd Snakes in P8S but if you weaken it by stunning it 3 times before the cast bar ends it does the 1st Snakes. Or a raidwide could be weakened multiple times to reduce it's damage and additional effects. Without any weakening it will be a hard hitting RW with heavy bleed, by putting boss to sleep it turns into hard RW with normal bleed, RW with bleed then just RW.

    • @JathraDH
      @JathraDH 2 หลายเดือนก่อน

      Having done raiding in BnS for 3 years before I came to FFXIV I don't consider most of FFXIV's "mechanics" actual mechanics. BnS had actual mechanics, and I played BD so I was doing 90% of them lmao.
      That being said, they are technically mechanics in FFXIV because everyone calls them such.

  • @Mr15moss
    @Mr15moss 3 หลายเดือนก่อน +3

    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 .

  • @TubeTAG
    @TubeTAG 3 หลายเดือนก่อน +7

    Minor thing. Anytime I see it, I always feel like I need to speak up, but "Only constructive criticism is valid" is a really bad precedent to make. I can identify when I don't like a thing and I can give reasons why I don't like a thing, without needing to be able to offer alternatives. In fact, it's almost always better *to* avoid offering alternatives when discussing it as a community because otherwise the discussion ends up focusing on how dumb (or not dumb) the alternative is rather than building consensus around a thing being bad. At the end of the day, the vast majority of us are not game designers, and we probably should be letting the game designers actually come up with the solutions. Instead, we as the players should be able to calmly, and kindly, articulate why we don't like a thing.
    All that being said, I don't feel like you really went too deep on that and your video did a good job of highlighting the mechanics of old that exist that *have* been somewhat lost in recent raid tiers. Just triggered my minor pet peeve.

    • @tohkaxiv6162
      @tohkaxiv6162  3 หลายเดือนก่อน +2

      Honestly a fair point with that. We aren't game designers, we don't always know the answers. That said, when there are examples of things we've enjoyed and we can explain why we think those ideas should be considered/reconsidered, it can definitely be worth putting forward those ideas, particularly if they're not super specific.

    • @TubeTAG
      @TubeTAG 3 หลายเดือนก่อน +2

      @@tohkaxiv6162 Sure, that's fine. Though, presumably, there's a reason that they don't still do those things, so there's always more to it.
      My thing was mostly just that responding to valid criticism with "Well, what would *you* do?" is deflection. I do not care for it. That's *not* what you did here, but the words you said were the same.

    • @Naoto-kun1085
      @Naoto-kun1085 3 หลายเดือนก่อน +2

      That also triggers a bit of a pet peeve of mine as well, which is that when people omly complain without giving any solutions, they shouldn't expect it to be solved immediately. It's easy to complain you don't like something, but liking things is also subjective and a game developer can't reasonably expect to please everyone. So I agree that it's better if players can calmly explain why they dislike something rather than getting angry about it!

    • @Cherryblossoms110
      @Cherryblossoms110 2 หลายเดือนก่อน

      "I can identify when I don't like a thing and I can give reasons why I don't like a thing, without needing to be able to offer alternatives"
      Except that's exactly what constructive criticism is. I think you are misunderstanding what constructive criticism is. You don't need to tell your target audience what the solution needs to be when you offer constructive criticism.
      The major difference between constructive criticism and unconstructive criticism is that constructive criticism aims to inform the target about areas of improvement, while unconstructive criticism aims to hurt your target's feelings.

    • @TubeTAG
      @TubeTAG 2 หลายเดือนก่อน

      @@Cherryblossoms110 I don’t want to argue about definitions.

  • @Bricktor_
    @Bricktor_ 3 หลายเดือนก่อน +2

    very well put together video, I just got into raiding myself at the very end of Endwalker and I never understood the "stand and let thing resolve", there is so much more to the fights than just that. I can't wait to see what the team is going to have in store for us in Dawntrail.

  • @Stigmaphobia777
    @Stigmaphobia777 หลายเดือนก่อน

    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. :')

  • @lobobizarro
    @lobobizarro 3 หลายเดือนก่อน +2

    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.

  • @tanhongyi7180
    @tanhongyi7180 3 หลายเดือนก่อน

    The multiple tower soaking mechanic has seen multiple different iterations of display, from a circle-highlighting circumference we see in duties such as Seat of Sacrifice, to long erected towers we see in Coils/Golbez, and even puddle countdowns we see in Titania/P5S. All of them do the same thing, like literally. They're just only looking difference aesthetically. Hence it's not a surprise that mechanics became predictable over time.
    Another gripe I had with this final tier in EW, is how devs decided to cave in and throw in basic markers in savage. The point of normal difficulty is for people to remember how each mechanic works, so savage is supposedly the same mechanic with very small twists to it. Why would they still add the tank buster indicators, stack markers, spread markers in savage? The most comfortable savage difficulty should stick to reading boss cast bars and remembering what they do, not telling players what to do.

  • @rodimus580
    @rodimus580 3 หลายเดือนก่อน

    It’s the coolest most bestest strat. Stand and let thing resolve.

  • @rtbear674
    @rtbear674 3 หลายเดือนก่อน

    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.

  • @FusaFox
    @FusaFox 3 หลายเดือนก่อน +2

    Well done and paced! Thanks for sharing your view on the subject!

  • @TheFrantic5
    @TheFrantic5 3 หลายเดือนก่อน +1

    A wrench and a dream.

  • @Naoto-kun1085
    @Naoto-kun1085 3 หลายเดือนก่อน +1

    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!

  • @dasistclutch
    @dasistclutch 3 หลายเดือนก่อน

    Great video. Hope more sees it

  • @soluslunares6682
    @soluslunares6682 3 หลายเดือนก่อน +1

    Excellent video

  • @Namriel
    @Namriel 3 หลายเดือนก่อน +1

    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) .

  • @automagod
    @automagod 3 หลายเดือนก่อน +1

    turn 7 had good mechanics btw

  • @kiroh1859
    @kiroh1859 3 หลายเดือนก่อน

    sttaaaaand AND LET THING RESOOOOOOLVE

  • @LobsterFusion
    @LobsterFusion 2 หลายเดือนก่อน

    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.

  • @augustinandre14
    @augustinandre14 3 หลายเดือนก่อน +2

    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.

  • @peppermint7152
    @peppermint7152 3 หลายเดือนก่อน +6

    "Stand and let resolve" is how you'd interpret a mechanic if you didn't understand how it worked, i.e. if you were just following a raid diagram. It's a remarkably weird statement from a supposedly elite raider.
    Don't get me wrong, FF14 does have big issues, and mechanics have gotten stale in some ways, but that's absolutely not how I'd choose to characterize them.

    • @ghozter1
      @ghozter1 3 หลายเดือนก่อน

      Supposedly? he cleared ultimates multiple times, he's right. There's a lot of mechanics that boil down to just letting them resolve, even if you try to cope that you have to move in and out of the raid. But there's more mechanics that are also different, so I guess he's half right because half of the mechanics do come down to that.

    • @peppermint7152
      @peppermint7152 3 หลายเดือนก่อน

      @@ghozter1 A lot of people clear content without engaging with it on any meaningful level. Following rules by rote is one way to clear but you'll learn little from it and struggle to adjust to boot.
      He sounded either disingenuous or disengaged.

  • @Xion-Rotti
    @Xion-Rotti 3 หลายเดือนก่อน +1

    I dare you to stand and let Pantokrator resolve.

  • @Loki-E
    @Loki-E 3 หลายเดือนก่อน +1

    as someone who was extremely burnt out with the state of XIV in the more recent patches I actually felt where lynx was coming from and I could share a lot of his dissatisfaction when it came to the way encounters and mechanics were being developed especially from DSR moving forwards. after taking a break from the game after 6.5 I came to see a lot of aspects of recent mechanics and appreciate them more but I could also see where the devs held themselves back from trying stuff out of the box and its a shame to see. I'm really looking forward to dawntrail especially as a tank main since I may be able to move a boss again lol.

  • @lifeiaskedfor
    @lifeiaskedfor 3 หลายเดือนก่อน +4

    wow, i really couldn't agree more with what you said in this video. You sir have earned yourself a like, comment, AND A Sub. Keep doing good content like this, can't wait to see where you go

  • @stagsurvivor
    @stagsurvivor 3 หลายเดือนก่อน +1

    Gg good video.

  • @LordOfOlympus
    @LordOfOlympus 3 หลายเดือนก่อน +3

    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.

  • @neobahumuth6
    @neobahumuth6 3 หลายเดือนก่อน +2

    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

  • @Coolio_Ash
    @Coolio_Ash 3 หลายเดือนก่อน +3

    Ive never played another mmo, so like... What other kind of mechanics are there????

    • @iPlayOnSpica
      @iPlayOnSpica 3 หลายเดือนก่อน +1

      Uncommonly, we need to interact with objects mid-fight

    • @axylum4453
      @axylum4453 3 หลายเดือนก่อน +2

      parkour up tower as a safe spot. Use cc to break a separate gauge on the boss to interrupt a cast or create a down phase. Pick up orbs that give healers a buff to meet heal check. Not really different mechanics but you don't really see this stuff in ffxiv

    • @iPlayOnSpica
      @iPlayOnSpica 3 หลายเดือนก่อน +1

      @@axylum4453 Breaking LoS to interrupt an enemy's cast really only happens in HoH and EO, but at least it exists. That said, you are right in that boss arenas, with the exception of ARR, completely lack terrain (not the temporary objects that you can walk through for meteors, but permanent map features like statues, stone pillars, etc.)

  • @automagod
    @automagod 3 หลายเดือนก่อน +2

    my wife my wife my wife

  • @asdsad17
    @asdsad17 3 หลายเดือนก่อน +1

    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.

    • @neobahumuth6
      @neobahumuth6 3 หลายเดือนก่อน

      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

    • @closotezuka
      @closotezuka 3 หลายเดือนก่อน

      people like you make me glad square enix doesnt listen to the western community

  • @corn2454
    @corn2454 3 หลายเดือนก่อน +2

    Now I wanna see a fight where you have to do an honest to god jumping puzzle
    It'd probably suck but it'd be funny

    • @Drathgore
      @Drathgore 3 หลายเดือนก่อน +1

      theres a dungeon in shadowbringers where you need to go through a tight-rope obstacle thing during the last boss and yes it sucks but its always funny

    • @corn2454
      @corn2454 3 หลายเดือนก่อน

      @@Drathgore Oh yeah that mechanic fucks me up so bad. But I was thinking straight up leap of faith in the middle of a fight
      It would be glorious to see how many times a lot of players (me) fall off

    • @zidaryn
      @zidaryn 3 หลายเดือนก่อน

      Oh god no!
      I suck at jumping puzzles. Don't even get me started on the sight seeing ones where you need to make a precise jump onto a point where a sight seeing spot is.

    • @automagod
      @automagod 3 หลายเดือนก่อน +1

      i know the community would absolutely hate this sort of gimmick being used in savage+ content but i'd give anything to see some real, actual bullshit in raids like playing around with different shaped arenas and elevation. when p10s' arena was datamined a lot of people (myself included!!) were excited to see the two side platforms without anything joining them together, and while what they did with the tb towers was great, i know i personally am a bit sad that we don't get to jump between them ourselves. say what you want but i actually find the jumprope mechanics of susano ex to be pretty gnarly.
      imo e4s is still the most original they've dared to go with environment-based manipulation and i'll keep holding out hope that they go back to things like that for savage or even ultimate one day. ironically, even though the alliance raids leave a lot to be desired, llymlaen's fight in thaleia actually comes to mind of another neat use of changing space and an adapting arena shapes.

    • @Maria_Erias
      @Maria_Erias 3 หลายเดือนก่อน

      @@automagod This is why we need a Manderville raid series. Or even an Alliance raid series. Throw every wacky, BS mechanic at the fights that the devs can think of, really let them go nuts. That way, it's separate and contained from the actual raid series, but it will let the devs generate some feedback about what is and isn't possible, as well as what's fun and what the community enjoys.

  • @victorinosparkajen9405
    @victorinosparkajen9405 3 หลายเดือนก่อน +3

    I live in Hawaii. the server is somewhere on neptuen. You live somewhere on earth. the server is somewhere else on earth. if other mechanics such as live whack whack were implimented people across your party would recieve them at different times and well chaos would ensue. that is why stand and let resolve is the aboslute best way to handle mechanics because i do not live ontop of your own gaming device. living in hawaii light rampant was total hell for me because i had to assume a potential state, adjust then realize my mainland friends had a differnt state.

  • @harristranct3915
    @harristranct3915 3 หลายเดือนก่อน

    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.

  • @misterbxiv
    @misterbxiv 3 หลายเดือนก่อน

    Also, they should take a new mario bros game approach to fight design. Every level in mari bros now takes 1 unique mech, then expands on it over the level. They could easily do that with a 12 fight raid series

  • @misterbxiv
    @misterbxiv 3 หลายเดือนก่อน +8

    P3 is the best fight of the entire raid series, anyone who says otherwise is just bad at the game

    • @thew00dsman79
      @thew00dsman79 3 หลายเดือนก่อน +4

      Bold words for someone in P10S range

    • @AfroBlackSiren
      @AfroBlackSiren 3 หลายเดือนก่อน +3

      I love P1S. Not the hardest turn 1 of a tier (and we HAVE seen hard turn 1s in P5S and P9S), but amazing at teaching people about savage, how different it was from the normal fights, way harder than the EXs, while not being so hard as to be overwhelming for a first timer.
      It's not my favorite to play through, but it is my favorite designwise

    • @PapaMidnite__
      @PapaMidnite__ 3 หลายเดือนก่อน +2

      That's fine. Fuck that fight

    • @closotezuka
      @closotezuka 3 หลายเดือนก่อน +2

      post retinas

    • @tohkaxiv6162
      @tohkaxiv6162  3 หลายเดือนก่อน

      @@AfroBlackSiren I think you in particular will enjoy my next video :>

  • @Marty-V
    @Marty-V 3 หลายเดือนก่อน +1

    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.

  • @closotezuka
    @closotezuka 3 หลายเดือนก่อน +1

    what im getting from this is “stand and let it resolve” is every wannabe hardcore raiders favorite new buzzword.

  • @shaamu2717
    @shaamu2717 3 หลายเดือนก่อน +1

    For example in WoW there's many times when you need to drag boss trough damage puddles to soften him or another thing - some player gets ability of clearing of aoe burn zones by running atop them
    Or movable spheres that dd can pickup and deal more damage
    Or even on the last boss of DF you also need to utilize dragon riding between phases
    Ofc a big part of mechs in both games and many others can be considered as "standing and resolving", but in case of FF i guess no small part in it playing the crappy netcode where you just can't fast react to things, because game could just not procces your inputs in time, snapshotting yadda yadda.
    Dunno why they go for graphic update instead of responsivness
    By the looks of constantly patching obvious QoL features in just release content (CC, Island Sanctuary, no hats for vieras)
    In old times they listed "Three easy steps to failure" there was "unhealthy obsession with graphics" and "mindest the solution to problem could be patched in future update"
    Looks like CBU3 just like the Blizzard ingoring their own dogmats, sad.