FFXIV – Predicting Chaotic Alliance Raid Mechanics & Difficulty



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30 thoughts on “FFXIV – Predicting Chaotic Alliance Raid Mechanics & Difficulty”

  1. I dunno about half rooms, they would either hit one of the outside platforms or they would be hidden from one of the outside platforms by the big cloud since she is so big.

    I guess the solution to have hidden smol cloud from other side of arena visible would be to have a mirrored copy on the other side (which would mean if you're in the wrong half you'd get hit twice, once each by smol cloud from each side). The WoD cloud being so big in the middle really is limiting mechanics that could affect players on the opposite side of the WoD cloud like halfrooms.

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  2. These raids excite me a lot, mainly because I really see in them the possibility of bringing bosses that aren't even from Alliance Raids. (my two favorite ideas would be Crusander and Koryu being associated with the HW and SB Side Story Trials)

    Yoshi P said that Diabos is one of his favourite summons from ff… Oh 😳 Chaotic Diablos WILL BE HELL (literally)…

    And someday… Chaotic Eulogia really having more than a single attack from each God… I maybe a lot happening at same time…

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  3. "DRS has a terrible reward structure" bro dyable FFXII that look fancy coz pentamelded and have Bozja haste bonus. But yeh the glam i actually wanna do DRS coz the arms are the best for my current glam when dyed

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  4. We only saw like 2 mechanics so there's no reason to think that the towers will be the hardest mechanic of the fight. It is highly likely the hardest mechanics will be at the beginning of the fight to avoid frustrating late into prog.

    My personal hope is lots of individual responsibility and breathing room. IMO they need to lean more into fight designs like bozja where you could have a few people solo the thing if they were really competent and knew the fight even if half their team keeps dying. This allows expression of skill which is something the game seriously lacks and it makes the game feel less approachable. People like to see a skill gap, even if they're on the lower end – it makes them think they could improve and get better. Savage prog really doesn't feel that way – it feels like a grind and all players feel the same.

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  5. I feel like the atomos and clouds of darkness in the picture might all be targeting the same invisible player, with the actual mechanic having each atomos target someone different and each cloud of darkness jumping to different players – closer one goes first, further one second? Or something to similar effect.

    I don't think they've ever set up a screenshot like that before, so I wouldn't put money on this idea or anything, but atm there's almost too much all on the one platform.

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  6. On the topic of tankbusters, I wonder how party composition will work. If we're in 3 standard alliance raid comps, then you'd only have one tank in each party, and shirk only works on your own party. If that's the case, I could see it being like Thunder God Cid where each tank takes auto attacks, has their own busters, etc.

    Though if we have the more standard raid comp of 2 tanks, 2 healers, 4 dps, tankswaps would be more of a thing, but then I'd worry about a lot tanks not really being engaged all that much. Unless we get some multi-target phases, which I'm personally hoping for.

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  7. Im just very interested in what the party makeup will be, as in will it be a raid makeup of 1-2-5 or the classic raid lineup of 2-2-4, or something completely new(i doubt this)

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  8. Also, going off what they said, apparently. These will feature the final boss of every third alliance raid. Looks like we might get a Nier high-end duty after all. My dreams will come true eventually.

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  9. Very disappointing that we still do not have challenging Alliance Raids. The base game Alliance Raids will continue to be baby-mode after the first day, with nothing increasing in difficulty after that. This is just a 24 man trial. Why even call it an Alliance Raid.

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