FFXIV: Changes To Thornmarch in 6.2 – Is It Better?



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30 thoughts on “FFXIV: Changes To Thornmarch in 6.2 – Is It Better?”

  1. This isn't easier for new players. The previous mechanic is to kill the dangerous/troublesome moogles as fast as possible so you do not have to suffer their mechanic, while now it is forced upon you whether you have high dps or not. Good for new players but god damn annoying for veterans.

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  2. as far as i know they changed the apperance of the moogles at 1st phase aswell, we used to have the blm spawn after the innitial moogle went down and the whm, war and a third (cant remember which) later on. quite interesting though how they changed it… also quite confusing when you're used to it since ARR days XD like the oldies some of us are

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  3. Good improvement, imo. I like how ARR stuff has been changed to kind of fall in line with how it is later in the game, rather than going through ARR having a lot of different tells (or none at all in some cases) only to get dropped into Stormblood and be tossed all of these new markers. I hope they can do the same for Heavensward. I think it's worth losing the 'cheeky early days experimental mechanics' that don't see any use anymore anyway.

    Also as far as I know, Thornmarch Ex still has the original mechanics, so it's not all gone.

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  4. It's nice that players are getting introduced to the mechanics and indicators that will get used for the rest of the game in trials and raids and they don't have to wait to see them until level 70 or later. Usually by that time you expect people to know how to deal with these kinds of things.

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  5. I guess it is good they are revamping old dungeons/trials, but was Thornmarch ever required? I mean I've only done it once when I was just trying to get rid of all the blues. And then once after soloing for song. I just don't see why this one of all trials were updated. I feel like some of the Hildabrand Trials should have been updated first, given that we have to do them.

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  6. Trust me no argument from me. I'm verhappy with the change and I think it's better to learn mechanics than run around like a chicken w your head cut off Now, one other trial I wish they would fix in MSQ would be The Crystalis trial. sighs

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  7. Tbh the original wasn't difficult either, it was just complicated because the signs and feedback weren't appropriate. It was "hard" to know what to do, not to actually do it, which isn't really interesting gameplay wise.

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  8. While I absolutely approve of them changing it to this degree, I also think it kills off one of the most important things to learn. Killing the most problematic thing and how to choose what to kill and the order…Though I doubt it served that much of a purpose as of 6.0 when a couple people could take out the necessary moogle even if the rest were brain deading the fight. At the same time, it's the first trial now and teaches several very common mechanics and the such. So I definitely see the good of the new version of this fight.

    On the other hand, I absolutely dread getting this in trial roulette with how damn bloated the kings health is and how horribly boring the fight is now.

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  9. Wait. They made changes to the moggle battle? O.o I had no idea. I straight up just stomp in it without issue unsynced. All to either get a stamp or to get a stamp. No, idea they changed it, lol.

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  10. While it might be less confusing it is I believe synched lower, making killing the moogles in the first phase less face-roll for full geared groups. It takes longer but hardly anyone cared about killing them in order on hard, so the change has brought mechanics you actually need to pay attention to.

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  11. I like this change because it lets players get introduced to the new mechanics they're going to see for the rest of the game. I know some of the end game mechanics murdered me & other FC members several times during our learning phases because mechanics like those timed AOEs would only give u seconds to react before activating despite being brand new mechanics

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  12. "Back in my day we had to place markers on those lil moogle bastards before we were allowed to touch the king and the off tank had to take the moogle tank adds away from the party," – Remember. Remember that we could target the lil moogles.

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  13. I don't mind that they are changing old fights to be more compliant with their now standardized markers and rules. However, my issue is that the extreme version is kind of left as a vestigial version of the old fight. Anyone doing a blind run and at min ilvl will basically have no basis to work with as mechanics from "hard" don't transfer over and you get no hint at kill order on extreme. Granted, not many people are doing blind/min ilvl runs of old content, nevermind the fact that harder versions of content change enough of the fight that you can't rely on normal as a guide. But, one thing the devs do well is slow introduction of mechanics. This could be like "Here's an attack that'll cleave half the room. Here's an attack that requires everyone spreading apart." Later in the fight, those same attacks can be combined together, so everyone has to move to one side of the room while spreading apart. This applies to going from normal (or "hard" in this trial's case, really it's normal) to extreme/savage. Certain mechanics get reused without telegraphs and at full potential (i.e. already getting mixed and match and such). So normal can be used to hint at potential mechanics in the harder fight, along with figuring out intricacies of those reused mechanics (i.e. how do I know which half the room is going to be cleaved, when I've been reliant on the telegraph? Oh, he's holding his sword over this side of the room). Any big changes or new mechanics that are unique to the harder version get introduced slowly over the fight. It's set up expecting you to have mastered normal mechanics, while getting introduced to hard mechanics.

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