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All those little (and some not so little) changes and tweaks to HW dungeons make me wonder if there was any original ideas for post-5.x that they had to throw away simply because the scion bots couldn't handle it. People complain that dungeons are getting stale, but nearly all modern dungeons had the additional requirement that they have to be bottable from start to finish, which ought to be huge a limiting factor in how SE can design them from now on.
I want a mage tank now, battlemage! 🤔
I'm legitimately surprised how happy everyone seems to be about them wiping out the things that made some of the old dungeons and jobs interesting. Some of the difficulty and the history of the game was at least preserved there. How much watering down and homogenization of everything is going to happen before people notice how boring and predictable this game is getting…
Ascian Prime is like Diet Hades' Elegy in a way, I like it
A FROG TANK 😭
Hopefully after SB they'll start tackling side dungeons from ARR onwards.
Fun fact: adding Duty Support to Antitower fixed a minor plot hole concerning Thancred. In the original version, the excuse they had for Thancred not going with you is that Matoya was concerned about Thancred’s aether disability causing problems with him if he got too close to the Aetherial Sea. Cut to him being perfectly fine running through the Aetherial Sea in the Lv 89 Dungeon and no one even mentions it being a concern. However, since he goes with you into the Antitower, that plot hole is sidestepped.
Where I've noticed changes, I'm generally been either neutral or greatly displeased with the gross mechanical oversimplification.
It's not like they can't program the AI to react appropriately; they're every bit as choreographed as the bosses themselves are; the trial that showcases their system at its best is probably The Mother Crystal.
But it seems they'd rather not go to the effort, and instead remove or rework anything that requires more than a cursory effort to choreograph.
You could also argue the reworks were necessary just to give the old content a fresh coat of paint, but they've ruined some of the fights I rather liked (e.g. Midgarstormr at the end of KotL), and made some old stuff (e.g. Copperbell mines) an even more boring pain in the butt.
They release a mage tank job and Pero Roggo is how you unlock the job and do any quests for it. Their gap closer is Frog Leap.
Oh nice! Blue mage frog tank, I want one!
Poroggo playable race, when?
I wonder what story reasons they made for having three nameless scions join you in ARF
There's some other marker changes that sneaked in; the tankbuster in Seat of Sacrifice (The Bitter End) is now properly marked, as is Ultima's Redemption tankbuster in Orbonne. Thunder God Cid's Crush Weapon(?) now has the yellow arrow marker indicating that it's a following aoe.
The update to Ultima's tankbuster is interesting, since I don't recall Agrias' or Mustadio's tankbusters getting updated markers from the run I did.
RIP Gubal. Idk what it is about that dungeon, but all my runs through it were just cursed. Idk what it is about Bibliotaph but you'd think it was a secret test of Criterion savage with some groups…
Y’shtola’s and Alphinaud’s nerd banter in the library was awesome to read. Makes me excited for my replay of the entire game come 7.0.
That's all well and good, but when will we be able to jump into duty support with a partial group? Like say if we're just playing through the game with one friend?
What would be nice is if in the future, instead of random scions to fill the party we can have npcs like Hoary Boulder, Coultenet, Aenor and so on join instead.
i havent done any of the HW dungeons before (not watching the video for spoilers) but what are peoples thoughts on the new versions of them compared to the old?
All Hail Glenn the frog tank!
I love that Pedro Roggo uses Frog Legs to take aggro
It's always bittersweet for me every time they come out with new Trust MSQ dungeons. The new tweaks are always interesting to see and even the NPC allies themselves can be entertaining in their own right. But at the same time, I miss the old mechanics and I find it really depressing how much of my beloved game is just straight up being deleted forever.
I hope they find some way to bring back the original format of these encounters. Maybe create an optional "Boss Gauntlet" mode where you go through a sequence of randomly selected bosses from all throughout the game, and they either have their original mechanics restored or some remixed/updated version of them with proper markers.
Can't wait for them to update Stormblood ones… markers on tankbusters would be nice, even nicer if the cast time for them isn't just 2 seconds…. nicer STILL if they could also stop randomly critting 🙂
Did the Griffin used to have a healer chain mechanic? I thought I remembered that.
Was Regula just indicator changes?
Dude, the old phase 1 was awful, the bosses constantly switched places and spammed incredibly annoying slippery floor bullshit. New one's way better and also they use it to teach you what phase 2 is about, which is also better.
i really love this changes. im a bit sad that i wont see much flying people anymore in research facility 2nd boss because of the new marker
I always disliked ARF as it has no loot drops nor is included in MSQ roulettes, i just hate getting it in other roulettes and i am wondering why isnt it included in MSQ roulettes?
i really want a magic user tank
I will miss a lot of old mechanics, like I already miss Wide Volley, Flaming Arrow and other abilities, but it is what it is.
I havent played the game for 3 years, then this shows up in my page, I bet I’d drag my party down because I completely forgot the bosses mechanics lol
I'm gonna miss Igeyorhms maniacal laughter and the slidy floor mechanic from phase 1
Coukd you make a video where you show new cutscenes & cutscene changes for these dungeons?
Meh duty support seems unneeded. Just give us echo buffs to be able to solo it
the frogs like "aint nobody got time for mechanics, Im the tank."
Another change for Griffin is thay made his hit box reasonably bigger
This has me hoping they have an area in the hall of novice redone to show off some of the simpler markers l like the TB marker or stack marker.
Look at him hop! 🤭🤭 Portraits for trusts! Yes please!! This could be used to reflect their diffirent personalities, imagine like Estinien having the default one because he couldn't figure out how they work! 🤭
I'm guessing they changed Sohr Khal because of the AI addition. The programming exists for avoiding floor mechanics and they may have needed to create new code for them to jump to each platform. Sorry to see that go though. I know many say they didn't like it because they felt they were running more than fighting – but that was mostly if you didn't go to the correct platform. It was original enough though.
Am I the only one disappointed that they didn't let us fight alongside Yda and Papalymo in Baelsar Wall? They hit us in the heart with Haurchefant in the Vault, but not let us have one last fight with Papalymo?!
Ah glubal library you first boss can no more fall off from knockback? OK w
If only they would add Crystal Tower to Duty Support… then my friend would continue playing the game 🙁
I'm really a fan of them just going through all the old content and apllying all the modern markers and stuff
The only thing I wish that would be added to Duty Support is the ability to command the tank to rush in and the ability to make Duty Support Pull more than one mob at a time.
The weird thing is that the Trusts have had portraits longer than we have.
the main thing I gleaned from this is that they removed a lot of player-placed pulsing AoEs – the void balls on Gubal last boss (still player placed, but now far less dangerous), the storm cloud in Sohr Khai''s unicorn boss (same as the previous), and the wind AoE on the 'big fan' ixal in Xelphatol. Which is nice because it sucks when a mechanic is made harder purely because of someone else's poor decisions
Frog + Tank = Fronk?
Cool, another hand full of dungeons ruined/made boring/easy because they couldn't be bothered to program the AI to do mechanics properly
I think it's really nice to add the akh morn to hraesvelgr, makes it much more likely sprouts know how to react to Nidhogg's just after.
are they just dumbing down old mechanics and replacing them with new ones so basicly every expansion has the same uniform mechanics with the clear indicators of what to do to make it more in line with the current expansion but in reality they lose that sense of how the game evolved and how old content feels different and not allowing people to maybe relive the expansion they liked….. god i hate this game. I think theres genuinely a reason to have a classic ffxiv 2.x and 3.x server at this point. And lets be honest….. ARR and HW is truly when this game felt unique and the mmo and ffxi players actually played this game.