FFXIV Podcast Aetheryte Radio 278: A Classic Aetheryte Radio News Show!



(There are a few skips from our technical difficulties today, Please forgive us!)

The internet has been absolutely abuzz with FFXIV related news this past week! So we’re looking beyond the lodestone and getting back to our roots with a Classic Aetheryte Radio News Show!

Keep up with our guest!
🎮 Chille
Twitch: https://www.twitch.tv/mooglegoroundradio
Twitter: https://twitter.com/MGR_Chille
and Moogle Go Round’s twitter: https://twitter.com/MoogleGoRound

🎧 Download the audio version: https://gamerescape.com/2024/03/17/aetheryte-radio-278-a-classic-aetheryte-radio-news-show/

📺 Catch us live on Saturdays at noon PDT at https://www.twitch.tv/gamerescape

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E-mail: [email protected]
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🎧 Check out our older episodes https://gamerescape.com/category/aetheryteradio/

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6 thoughts on “FFXIV Podcast Aetheryte Radio 278: A Classic Aetheryte Radio News Show!”

  1. Discussion about difficulty always gets muddled up in just straight damage or whatever. You can have stuff like that, but I think the major point of dungeons for me is variety. What do you know this dungeon for beyond the set piece? That question is really important for me when I'm loading into a dungeon. I get that you don't want to think or work hard in a dungeon, and I don't think just straight punishment is fun either, but the entire thing needs to have mechanics in it that you can chew on, both from the environment that you're in and the mobs you pull.

    I think of dungeons like Sohm Al hard, where as a tank you need to dodge aoes from vents coming out of the ground or else they give you a vulnerability up debuff. But on the flipside, you can position those adds to get hit by those vent aoes and it gives them a vuln up instead, making burning them down easier. Sohr Kai, where you can get a haste up if you kill certain fan mobs first to make burning down mobs faster. You don't even need to go hard on crowd control mechanics, just throw in something that can disadvantage the player and the team can all participate in overcoming that disadvantage.

    Lunar Subterrane is what I think of when I think of a stereotype of ffxiv dungeons. tank n spank, 2 sets of mobs between each wall, bosses that you need to try really hard to die to and have 10 second wind ups to every mechanic they throw out. Criterions prove that dungeons can have interesting mob and environment mechanics that don't solely hinge on how punishing they are. The devs need to understand again that they can have base dungeons be interesting as well.

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  2. i think we need to give the midcore more midcore content not ruin causal content like normal dung and trail ppl need to understand casual content shoudnt have difficulty otherwise it lose the right ot be casuals content.

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  3. Regarding the difficulty chat, I love how the fights teach you the mechanics BUT I think they should feel okay with introducing two new mechanics at the same time because when you replay the fight it's incredibly boring for that first "phase" almost all fights have now where the boss is very slowly introducing mechanics one by one in both dungeons and alliance raids.

    However, I definitely do NOT want routes like WoW. While it seems like a choice, it really just becomes a point of contention AND a barrier for entry where people have to look up or know the "correct" route.

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  4. One thing to note regarding the starter edition vs the free trial, the free trial has a lot of restrictions regarding your friends list, sending tells, mail, trades, retainers, etc.

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