FFXIV – Old Dungeon Updates for Patch 6.4 (Stormblood Dungeons)



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27 thoughts on “FFXIV – Old Dungeon Updates for Patch 6.4 (Stormblood Dungeons)”

  1. sirensea song: npcs on the boat are gone; final boss moves slightly later after forced march and does one less targeted aoe.
    bardam's mettle: the three towers in the trial fight are more spread out instead of one tower per zone with the entrance zone being empty.
    doma castle: bosses auto center. a lot…
    castrum abania: first boss does less tank busters [the wheel. untelegraphed tank buster]; second boss got endwalker'd
    ala mhigo: no hands during the soul boss.

    there is some changes in each of them but most are very minor, although I may have missed some since I didn't specifically queue into these dungeons and didn't get them a whole lot in what few roulettes roulettes I do.

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  2. Alphinaud not healing is so on brand, its why I threw his ass out and replaced him with Graha.
    Graha will cry if you get a scratch and spam heal, Alphinaud plays the 'how low can you go' game and sucks at it.

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  3. 5:27 As someone who does run around the edge of the arena and tends to see others on my DC do the same, I don't think it's as universal as you believe it to be. XD

    12:25 Something else relevant for Ala Mhigo, the extra DPS NPC exclusively available if you play either Tank or Healer is Raubahn.

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  4. why are those npcs using basic classes and not jobs at level 70? Can you now take your squadron npcs in there or something? Sorry i havnt played since i finished the 6.0 story

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  5. Hi Mr. Happy! I'm Sam, I put out one of the other vids about the Stormblood dungeon changes, and I'm super jazzed to see yours, I'm a huge fan! Just to share some of my notes to compare with yours: The patch notes mentioned that The Sirensong Sea did not have any boss changes, so that's why you didn't encounter any.
    -The "Run around the perimeter" in the Bardam's encounter threw me the heck off, too.
    -Most of the changes is the bosses resetting to the center in Bardam's, and the NPCs don't get knocked to the edge markers during wing phase of Yol.
    -In the Magitek Hexadrone fight in Doma, if the PC hits the bouncy beams just right, they ALL disappear after one gets hit, so it's no more pinball, but i'm still trying to pin down the prereqs for that.
    -The Magroader doesn't use the untelegraphed tankbusting spin move before the 1st zoom phase, but uses it 3x or more in phase 2 after the zoomies.
    -Inferno only has 1 tethered Magitek claw instead of 2 now, you got it.
    -The Magitek Scorpion recenters itself every time.
    -Aulus was missing the claws, yeah.
    -Zenos centers himself a lot more often, too, but that's about it.

    Great vid, glad to see it, and as always, have a Happy day. 🙂

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  6. The sirensong sea change that i know of is with the first pull. The npcs learn how to help take the adds to the center of the ship. They used to be separated before.

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  7. The biggest change to Doma Castle I felt is the Magitek Colossus enemy at the beginning had an untelegraphed cone aoe that would clip healers and ranged players. If ever the tank pulled too much the healer or ranged would end up getting clipped or just die from it. Thankfully that aoe is now telegraphed and people can dodge it. So many runs started with a wipe.
    I felt like Stormblood dungeons didn't really change that much since this is when they started using the same markers for gameplay across the game so it was more of just polishing certain things like bosses recentering or making aoe's easier to see.

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  8. good to know i wasnt crazy thinking almost nothing had changed. when you think about it, it makes sense tho. stormblood marked the start of their "modern dungeon design", and since they were already designing them this way, they could focus on trust system development for SHB and keep designing "as usual"

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  9. On melee the bosses re-centering themselves a lot was sometimes annoying. Some of the hit boxes are still teeny. Bosses died very fast, even with Trust. But glad to see they are gradually getting this done. And I miss the Elements mechanic too, it was fun in groups.

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  10. …Wait a minute, was Shisui of the Violet Tides an optional dungeon this whole time? I've gotten so used to running my level 63-66 jobs through it that I completely forgot it wasn't part of the story! Although… it would explain why they didn't update that dungeon at all, despite the second boss being miserable on melee DPS.

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  11. Duty support is preeeeetty strange. Especially the healers for some reason. All rolles will stop doing ANYTHING when there are movement mechanics going on, and that's a problem especially for healers if for whatever reason they flub a mechanic. In later dungeons I've seen two certain Scion healers eat it against mid-bosses and onetime a certain red mage RAN AWAY with a stack marker in Manalis.

    Sometimes it really do feel like they're replicating the DF experience.

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  12. Fact that the hands are gone during the soul extraction mechanic in Ala Mhigo makes that mechanic SO much easier! Any time I failed that mechanic was due to that stupid hand grabbing and continuously punting me into other aoes, stun locking me.

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