Meh.
Let's hope the second job has more hype.
Leveling the floor tank
Leveling the floor tank
Leveling the floor tank
Lol, they didn't even raise the poor guy
In the original fight, falling off the edge meant you were completely out until the next pull.
The animation is based on that version.
Not sure if it's also true of the Extreme variant. But for both Normal and Hard variants, if you fall off the arena, your body will now reappear in the middle after a short delay, allowing you to be raised.In the original fight, falling off the edge meant you were completely out until the next pull.
The animation is based on that version.
What? Did they nerf it?
Probably was changed because sitting out a whole session not only was a bad design decision but would make ressing on healers pointless.Not sure if it's also true of the Extreme variant. But for both Normal and Hard variants, if you fall off the arena, your body will now reappear in the middle after a short delay, allowing you to be raised.In the original fight, falling off the edge meant you were completely out until the next pull.
The animation is based on that version.
What? Did they nerf it?
I'm not too sure when the change happened, was likely late shadowbringers or early endwalker.
I don't agree that it was a bad design decision or that it makes ressing pointless. It's one fight that is themed around that, same as leviathan. There are dozens of others without that caveat.Probably was changed because sitting out a whole session not only was a bad design decision but would make ressing on healers pointless.
There is to say that they changed a lot of stuff from ARR i seen some videos of older mechanics and such. The latest trials on the other hand becomed way more complex often also hitting you with different mechanics in a short time. Seems to me they are focusing the complexity toward latest patches and expansion maybe is a their way to create a learning curve.I don't agree that it was a bad design decision or that it makes ressing pointless. It's one fight that is themed around that, same as leviathan. There are dozens of others without that caveat.Probably was changed because sitting out a whole session not only was a bad design decision but would make ressing on healers pointless.
They probably changed it together with the overhaul of the ARR MSQ. It improved the ARR finale drastically, but streamlined certain fights in ways that weren't really necesssary.
Haven't played post SB, but I do agree with this. There is an overabundance of the 'The entire arena is covered in AoEs in different timings' mechanic, which was rather rare in ARR. I'd guess that it's become much more common over time. The only ARR fight I genuinely disliked seeing changed was Moggle Mog (not that it matters since it had been nerfed before).There is to say that they changed a lot of stuff from ARR i seen some videos of older mechanics and such. The latest trials on the other hand becomed way more complex often also hitting you with different mechanics in a short time. Seems to me they are focusing the complexity toward latest patches and expansion maybe is a their way to create a learning curve.I don't agree that it was a bad design decision or that it makes ressing pointless. It's one fight that is themed around that, same as leviathan. There are dozens of others without that caveat.Probably was changed because sitting out a whole session not only was a bad design decision but would make ressing on healers pointless.
They probably changed it together with the overhaul of the ARR MSQ. It improved the ARR finale drastically, but streamlined certain fights in ways that weren't really necesssary.
The Golbez trial was fairly complicated.Haven't played post SB, but I do agree with this. There is an overabundance of the 'The entire arena is covered in AoEs in different timings' mechanic, which was rather rare in ARR. I'd guess that it's become much more common over time. The only ARR fight I genuinely disliked seeing changed was Moggle Mog (not that it matters since it had been nerfed before).There is to say that they changed a lot of stuff from ARR i seen some videos of older mechanics and such. The latest trials on the other hand becomed way more complex often also hitting you with different mechanics in a short time. Seems to me they are focusing the complexity toward latest patches and expansion maybe is a their way to create a learning curve.I don't agree that it was a bad design decision or that it makes ressing pointless. It's one fight that is themed around that, same as leviathan. There are dozens of others without that caveat.Probably was changed because sitting out a whole session not only was a bad design decision but would make ressing on healers pointless.
They probably changed it together with the overhaul of the ARR MSQ. It improved the ARR finale drastically, but streamlined certain fights in ways that weren't really necesssary.
The Golbez trial was fairly complicated.Haven't played post SB, but I do agree with this. There is an overabundance of the 'The entire arena is covered in AoEs in different timings' mechanic, which was rather rare in ARR. I'd guess that it's become much more common over time. The only ARR fight I genuinely disliked seeing changed was Moggle Mog (not that it matters since it had been nerfed before).There is to say that they changed a lot of stuff from ARR i seen some videos of older mechanics and such. The latest trials on the other hand becomed way more complex often also hitting you with different mechanics in a short time. Seems to me they are focusing the complexity toward latest patches and expansion maybe is a their way to create a learning curve.I don't agree that it was a bad design decision or that it makes ressing pointless. It's one fight that is themed around that, same as leviathan. There are dozens of others without that caveat.Probably was changed because sitting out a whole session not only was a bad design decision but would make ressing on healers pointless.
They probably changed it together with the overhaul of the ARR MSQ. It improved the ARR finale drastically, but streamlined certain fights in ways that weren't really necesssary.
Have you tried the savage versions of the latest trials?The Golbez trial was fairly complicated.Haven't played post SB, but I do agree with this. There is an overabundance of the 'The entire arena is covered in AoEs in different timings' mechanic, which was rather rare in ARR. I'd guess that it's become much more common over time. The only ARR fight I genuinely disliked seeing changed was Moggle Mog (not that it matters since it had been nerfed before).There is to say that they changed a lot of stuff from ARR i seen some videos of older mechanics and such. The latest trials on the other hand becomed way more complex often also hitting you with different mechanics in a short time. Seems to me they are focusing the complexity toward latest patches and expansion maybe is a their way to create a learning curve.I don't agree that it was a bad design decision or that it makes ressing pointless. It's one fight that is themed around that, same as leviathan. There are dozens of others without that caveat.Probably was changed because sitting out a whole session not only was a bad design decision but would make ressing on healers pointless.
They probably changed it together with the overhaul of the ARR MSQ. It improved the ARR finale drastically, but streamlined certain fights in ways that weren't really necesssary.
Beat him on the second try with half the party dead. Not comparable to King Moogle Mog at all.
Have you tried the savage versions of the latest trials?
Is not really many people. Is a nice size but at the end of the day is not enough to have a switch. People play ff14 for many reasons and hardcore raiding is not remotely one of the major factors. They are still attempting to do content for them despite everything but yoshi is not wrong. He cannot change a whole system for a specific branch of players if there is not enough feedback the game is a MMO after all.Insane given the fervent threads on the official forums since Stormblood asking for classes to be diversified. Either the community managers aren't doing their jobs and passing information on to Yoshi-P or he's feigning ignorance.
Was never a game tailored around hardcore raiding and stuff. Sure they are offering some content for those kind of raiders but ff14 was never wow. In wow they often focus in hardcore raids and stuff as effect of this they struggle to hold the interests of players that are not interested in that they are attempting to fix this by introducing delves.She's not wrong - Raiders make up a minority of the player base, especially outside JP.
I did a bit of a dive into the recent Lucky Bancho data and ordered it by normalised raid clear rates:
At best, a fifth of active level 90 characters have cleared the current Savage tier. And that's JP, on Chocobo - JP raiders run many alts to do "merc" runs, it's a big part of raiding on JP, so that's probably not a fifth of all players, just of all level 90 characters.
Outside of JP it's even worse - Under 10% of level 90 characters clear Savage.
The majority of this game's player base are honestly terrible - They can often barely clear dungeons, let alone trials or raids. The difficulty of jobs is geared around ensuring that these players are able to clear "normal" content even if they sit there with their thumb up their arse and cast one spell every other GCD. Raiders check out of the game after a little while generally, I'm certainly down to raidlogging as I mentioned above, and my static is all pretty much the same - Log on once a week to do Savage, and once or twice for FC events where I drag them through Thaleia or something.