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#127 Sep 09 2014 at 5:48 PM Rating: Excellent
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That said, Thayos, I took 3 brand new people into Twintania last week and we got to Twister phase with little to no difficulty. So there's an argument to be had about memorization verses randomness.

We were even recovering our healer in multiple points. We still ultimately wiped, but we had never planned to go there to begin with that night, and we did it to wrap up the night.

While I don't like the instant-death and limited recovery mechanics, the fact that they are in many points so cleanly scripted tends to make up for that fact. I feel that if they better hone their difficulty so it's less about instant death and more about long-term consequence through the fight, it would be fine.

I can't help but recall how much I enjoy the last fight in Stone Vigil Hard mode. Nothing in that fight is instant hit, but get hit too many times, you're toast.

But that fight was a bit on the random end too, an easy overall. I could see a marriage of these two concepts be the best thing for FFXIV's battles - some portions scripted with some not, and with stacking consequences rather than a single, instant death.
#128 Sep 09 2014 at 11:36 PM Rating: Good
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Midare wrote:
Training modes for most FGs will allow you to record your opponent performing specific actions so you can practice whatever defensive options you want, so while at times you might have to execute in just a few frames you can grind that out in training for hours till it is muscle memory and just becomes an automatic reaction when presented with whatever situation you have been practicing. Pretty much anything that is difficult to pull off you can spend however much time you need practicing till you are capable of meeting the execution requirements consistently. In FF, though not nearly as demanding, I find it a lot harder to get in consistent practice with many of the things I have difficulty with. Being reliant on 7 other people to not only get the win, but to also put in the time you need to get things down can really limit your ability to learn things, whereas in FGs you can put in as much time as you feel you need, whenever it's convienent for you.


I know for a fact that there are a ton of people, probably several who have posted here in this thread, who have yet to clear some of the more challenging battles in XIV because their team can't execute. It's not quite the same as fighting games because you can only blame(and only have to rely on) yourself.

Again, I'm not saying WoW is a better game, but they got it right with progression....

You're forced to gear up in normal dungeons before you can enter heroic dungeons. You need heroic dungeon gear before you can attempt LFR raids. You need LFR gear before you can attempt normal mode raids. They don't really have a catch-up mechanic because they release raid content difficult enough that the vast majority aren't clearing hardmodes until the end of a content cycle.I think at best you can skip over heroic dungeons and go into LFR, but it requires that you grind out a lot of valor and most people actually enjoy running heroics at least a few times anyway.

From my perspective, XIV needs to do two things:

1) They need to have raids similar to LFR that allow players to practice strategies they will need to win in normal and hard dungoens...
and
2) They need to restrict access to normal and hard content from light to strict, respectively.

I know people don't want to have access to content blocked, but if you really wanna be there I think it's not too much to ask that you show that you really want it. I don't want something braindead tedious like farming atmas. It would be nice if maybe there were achievements or maybe key items that unlocked the normal and hard dungeons. If you can avoid getting hit by [insert key boss mechanic here] 3 times then you unlock access to normal mode attempts... so on.
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#129 Sep 10 2014 at 4:38 AM Rating: Excellent
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FilthMcNasty wrote:
Again, I'm not saying WoW is a better game, but they got it right with progression....


While I'm not disagreeing with your statement you have to acknowledge they didn't magically get it right first time. I remember week after frustrating week attempting Archimonde only to have one or two people repeatedly fail to click their feathers and lead to an entire raid wipe. Blizzard learned from that I feel, although I haven't played the last expansion so my knowledge is possibly outdated but S-E may in time, at their own glacial pace, come to realise this as well.

I feel, currently, if they're going to continue overusing the insta-death mechanics on certain encounters they should at least exclude those fights from the DF as it really only leads to frustration and disappointment. I haven't played in over a month now but I grew so tired of attempting T5 and Ultima HM with PUGs where the opening line from half the alliance was, "So what do we do here then?" The DF isn't fit for purpose where these encounters are concerned, it's perfect for dungeon-bashing etc but anything remotely challenging requiring class knowledge and a basic grasp of strategy I feel it really flounders.
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#130 Sep 10 2014 at 6:37 AM Rating: Excellent
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You're forced to gear up in normal dungeons before you can enter heroic dungeons. You need heroic dungeon gear before you can attempt LFR raids. You need LFR gear before you can attempt normal mode raids. They don't really have a catch-up mechanic because they release raid content difficult enough that the vast majority aren't clearing hardmodes until the end of a content cycle.I think at best you can skip over heroic dungeons and go into LFR, but it requires that you grind out a lot of valor and most people actually enjoy running heroics at least a few times anyway.


You're running on outdated information, it seems.

Since the beginning of Mists of Pandaria, Normal Raids are designed to be run with Heroic Dungeon gear. LFR is not, and never was designed to be a progression step. LFR is more for the casuals who cannot get into Normal Raids due to lack of skill/ability, or lack of time to invest in a raiding guild, or any other reason.

Heroic Dungeons are designed to be done the moment one dings Level 90; Normal Dungeons are for leveling up only. Once you hit max level, it is off to Heroics for you.

In WoD, they're changing that slightly:

LFR is still the "tourist mode"... Normal is a cross between LFR and what Normal is today (there's a mode similar to this called Flex right now; easier than Normal, harder than LFR). Heroic Dungeons are optional and you must complete a challenge mode to unlock them; there are Normal max-level dungeons and they're getting rid of valor points and giving you alternate ways to gain gear (such as sending followers out on missions from the new Garrison system).

EDIT: Oh and there's a giant "Catch-up" Method in WoW called the Timeless Isle. They give you 496 gear, if you're lucky, a full suit of it minus weapon within the first 30min of arrival at the Isle. Even if you're unlucky, you should have most of a suit of 496 within a week (about the time it takes to have enough to buy the 489 weapon).

496 is just shy of the previous tier's LFR (502). You can easily skip everything and go straight to the latest LFR with this gear the moment you ding Lv90. Oh, and the tokens that create this gear are Bound-to-Account: If you build enough tokens up, you can take a freshly-dinged Lv90, mail tokens to them, and have a full suit of 496 gear minus 1 trinket and weapon/offhand in 5 minutes and then go to the Isle and have a 489 weapon/offhand in a week of doing the daily/weekly quests there and then jump into the latest LFR Raid as long as you found just enough gear to push you above the required 496 average (496+489s won't do it alone, but you can buy 522 valor pieces to fill in the gaps).

Edited, Sep 10th 2014 8:40am by Lyrailis
#131 Sep 10 2014 at 2:37 PM Rating: Decent
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Releaser wrote:
I feel, currently, if they're going to continue overusing the insta-death mechanics on certain encounters they should at least exclude those fights from the DF as it really only leads to frustration and disappointment.

No, they need to be left in. They just need to tune the battles so that if a few players in the group die, you can still get the clear so players who are struggling can practice without completely halting the entire group from progress.

When you learn something, failure is expected. When you learn from something, success is an option. People just need to learn to execute and there's really no other way around it since it's a group activity.

Lyrailis wrote:
You're running on outdated information, it seems.

Since the beginning of Mists of Pandaria, Normal Raids are designed to be run with Heroic Dungeon gear. LFR is not, and never was designed to be a progression step. LFR is more for the casuals who cannot get into Normal Raids due to lack of skill/ability, or lack of time to invest in a raiding guild, or any other reason.

Normal dungeons can be accessed immediately by anyone with the required character level. Even if you tossed or disenchanted all your quest rewards, you can purchase the necessary ilvl gear from vendors assuming you are high enough level.

All you have to do is compare the ilvl of the dungeon and raid drops to the ilvl required for the next raid...

Normal dungeons drop 410 gear, but heroic dungeons require a 435 ilvl to enter. Heroic dungeons drop 450 gear, but LFR requires at least 460 ilvl to enter. Even if you do go through the progression there are still small gaps. These gaps are expected to be filled by doing your dailies and purchasing valor point gear, defeating world bosses weekly for higher level gear and/or purchasing crafted gear.

Yes, LFR is meant for casual players to experience raiding but you still have to work up to it. It might be possible to skip heroics but it requires an extraordinary amount of 3 things: Time, money and luck.

Time: You could purchase almost a full set of valor gear just capping your valor, but it's essentially 2 pieces every 3 weeks. It would take you several months of just doing dailies if you wanted to try and leapfrog like this. The only supplement was battlefield barrens which gave a slightly lower than valor reward once a week. You also had world bosses, but the chance of getting gear from those was about the same as if you were running a dungeon. If this was all you did then you might get 5 pieces of gear in a month. Still not enough.

Money: Some of the valor gear can be traded or sold on the auction house, but early in an expansion it is in very high demand. It will cost you a fortune and you can only purchase 2-3 pieces. That alone will not break the requirement. There are also crafted pieces of gear that will help, but again; you're going to pay through the nose. A casual player wouldn't play enough to be able to afford either of these, much less both. I still don't think that going both of these routes will allow you into LFR. I know they reduced the ilvl requirement from 463 to 460 so I could be wrong on this, but it's still not in the realm of possibility for a player who isn't farming relentlessly or buying gold from RMT.

Luck: You could go weeks without seeing a world boss drop that helped you or you could get everything you needed in just a few.

The moral of the story is, it was always faster to go through the progression. No casual player would be able to afford to buy their way through content. More importantly, if the ultimate goal was to participate in content then they wouldn't want to skip it anyway.

As for timeless isle, yes it's a nice catch up mechanic but full 496 is not even close to the 560ish you need to enter hardmodes. The discussion here is about players in XIV having catch-up mechanics that allow them to participate in the hardest content without having to prove that they've earned the right to be there. It's also about there being a random group finder tool for this type of content. You can't run normal or heroic raids in WoW without creating your own group or being invited to one that someone else is putting together.

Edited, Sep 10th 2014 4:40pm by FilthMcNasty
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#132 Sep 10 2014 at 7:45 PM Rating: Decent
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As for timeless isle, yes it's a nice catch up mechanic but full 496 is not even close to the 560ish you need to enter hardmodes. The discussion here is about players in XIV having catch-up mechanics that allow them to participate in the hardest content without having to prove that they've earned the right to be there. It's also about there being a random group finder tool for this type of content. You can't run normal or heroic raids in WoW without creating your own group or being invited to one that someone else is putting together.


Catch-up Methods exist after the content is outdated.

A "Catchup" in XIV Hardmodes would be when the next major content patch (or Expansion) comes out, if any were to be released.

In WoW, it is the same way. Heroic Siege of Orgrimmar? The Catchup Method is the Warlords expansion itself (like all other expansions before it). When you get to Lv100, and get some dungeon blues, you should be able to 3-5 man Heroic Siege, to eventually solo it by the last content patch of WoD sans any BS mechanics that *require* X number of people in a group (they usually patch this out eventually).

Or you could look at Heroic Throne of Thunder (previous Raid Tier). You need about ~520 to do it. The Catchup Method? LFR Siege (it drops 528).
#133 Sep 10 2014 at 11:40 PM Rating: Good
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Lyrailis wrote:
Catch-up Methods exist after the content is outdated.

There's not anything wrong with allowing players to get caught up but at best, they should be set on the doorstep of current normal mode content. The issue is that there are rewards that allow players to leapfrog normals altogether and go directly to harder difficulty content that is current, not outdated.





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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#134 Sep 11 2014 at 1:13 AM Rating: Good
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FilthMcNasty wrote:
Lyrailis wrote:
Catch-up Methods exist after the content is outdated.

There's not anything wrong with allowing players to get caught up but at best, they should be set on the doorstep of current normal mode content. The issue is that there are rewards that allow players to leapfrog normals altogether and go directly to harder difficulty content that is current, not outdated.



And this, in and of itself, is the biggest issue with any endgame activities where the mechanics are super heavy. It's the reason that probably 50% of every server's never cleared Titan Ex, when it's really not that tough if you can just dodge. The issue is you get players who FATE ground their way to 50, didn't need to learn the ins/outs of their job, and then get a fresh set of ilvl 90 to 110 gear slapped on and think they're ready to skip ahead to Ramuh Ex. As someone pointed out on the OForums in a very lengthy, detailed post, the mechanics are what's diverging the masses of players currently, sort of like the difference between the rich and the poor. The berth gets wider and wider as more leave or log out or unsub out of pure exasperation, on both sides of the 'experience' coin. I'm in no way stating this is the fault of the players per se, but more a basic flaw in decision-making on SE's part.

As Filth said, there needs to be better incrementation of knowledge and progression. Right now it's a hot mess of all over the place.

All of that said, I could be patient and deal with helping people through stuff if only the endgame community here wasn't quite as toxic. It puts WoW raiders to shame, how vile and rude some people can be here. Quite frankly, i'm not resubbing in two days and will return some time after 2.4 has died down and the expac's been announced. I really see no point until they manage to sort some things out for the long haul.

Edited, Sep 11th 2014 12:15am by Dallie
#135 Sep 11 2014 at 8:26 AM Rating: Excellent
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As someone pointed out on the OForums in a very lengthy, detailed post, the mechanics are what's diverging the masses of players currently, sort of like the difference between the rich and the poor.


Never trust the OFs!

I disagree that the issue is one of underdeveloped player skill. As I've said before, most of these fights are simply about memorizing scripts, so success in one fight doesn't carry over to success in the next fight. Every single battle has its own unique learning curve. So the problem isn't that people are skipping through the content and not getting good enough... the problem is that most people don't have statics, and they're constantly thrown into the mix with people who haven't yet memorized fight mechanics, which basically dooms the run before it starts. Ultimately, it's about memorization. No matter how much I memorize pattern A, I'll still have just as much memorizing to do when I hit patterns B, C and D.

That said, I've done a few of the more recently implemented battles over the past week, and I think SE acknowledged the errors in its ways and is moving away from overly scripted insta-death spam content. Yesterday I entered Levi Ex with my new FC, and although I died at the very end, was able to beat it on my third or fourth attempt. I didn't fall off the barge until after I died (my corpse slid off into the frigid waters). In this case, although there were plenty of insta-death moves, mitigating those moves was also much easier. For example, when dodging Leviathan's dives, you don't have to run to a tiny point on the ship, wait for a bomb to go off, then run to another tiny point in hopes of surviving while not getting blown up and/or hit by landslide. Also, the railings are up for half the fight, keeping players who die in the battlefield a bit longer and giving parties more of a chance to learn deeper into the bout. After Levi, we went into Ramuh Ex... and this fight was very similar in that the mechanics were there, but much simpler to deal with. We made it slightly past the first big DPS check (about halfway through the fight) before stopping.

Previously, I've said what separates FFXIV from FFXI is that in FFXI, there were often several ways to mitigate insta-death mechanics, often by using various well-timed job abilities. In FFXIV, there's usually just one way to mitigate such mechanics, and if you ***** up you're boned. While that's still the case, SE seems to be making those mechanics slightly easier to pull off.

That's why you're seeing players (like myself) who haven't even attempted Titan Ex jump ahead to the later battles. I'd gladly do Titan Ex (and I plan on doing it), but it's currently a poorly designed, heavily scripted insta-death spam fest. That doesn't sound fun to me. but battles like Moogle Ex, Levi Ex and Ramuh Ex seem to get it just right.
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#136 Sep 16 2014 at 5:01 AM Rating: Decent
Thayos wrote:

Previously, I've said what separates FFXIV from FFXI is that in FFXI, there were often several ways to mitigate insta-death mechanics, often by using various well-timed job abilities. In FFXIV, there's usually just one way to mitigate such mechanics, and if you **** up you're boned. While that's still the case, SE seems to be making those mechanics slightly easier to pull off.


What separates FFXIV from FFXI is that FFXI is an incredibly easy game, with it's only saving grace being that you can't just spam the fights until you learn them. Did you lose? Try again in 3-4 days, after going through 3 hours of thrash. When the stakes are high and players aren't trained in how to do the contents even an easy game can feel 'hard'. Fighting colibris for 100 hours did not teach players how to fight the Long-Bowed Chariot. The way XIV teaches players and allows for almost immediate retries also gives the game certain expectations on content difficulty that XI would have never been able to pass.

When you allow for mistakes you make the content easier. Simple as that. T5 and Titan EX should have been made easier when new hard content came out but for the top end contents insta-death has it's place.

Edited, Sep 16th 2014 11:02am by Hyanmen

Edited, Sep 16th 2014 11:06am by Hyanmen
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