FFXIV: Thousand Maws Changes & Duty Support – First Impressions



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24 thoughts on “FFXIV: Thousand Maws Changes & Duty Support – First Impressions”

  1. I think removing photocells is okay, but I do feel they stripped a bit too much. The spider web effect wasn't that big of a deal compared to the various halls and some ground effects.

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  2. ARR dungeons were all about gimmicks and part of the issue with everything in that chunk of the game being a drag verses HW onward. This simplification of the map with an emphasis on making them prettier will standardize things more. I’m also fine with this.

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  3. I don't enjoy Final Fantasy 13's hallway simulation so whenever I see them make something more hallway-like, I'm a bit sad. They already changed em a fair bit after 1.0, but at least it made sense cuz calamity. Totorak is just a no-brain walk-forward now…I mean I know it's not a challenge anyway but they haven't made any interesting dungeons with side rooms, extra mechanics, or multiple paths in a long time. The teleport in Haukke Manor is great though. Along with removing conical attacks, this patch feels a little like World of Waccessibility. I really hope they don't go any further down that road.
    Also, i kind of wish the npcs you get weren't just "eager [class]" but something from somewhere in the game. Like gladiators could be "Off-duty Brass Blade" or something, or the lancer could be "Off-duty Wood Wailer"…something like that…or at least could mix those in with eager adventurers. I love little flavor like that.

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  4. i'll admit i'll miss making "drake, where is the last photocell" jokes with my friend on mic and it's a bit sad to see a bit of ARRs gimmicky mess disappear but overall i don't mind the changes

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  5. Still worry about it destroying the social aspect. Also many new ppl learned the mechanics from veterans in the group telling the new players about the mechanics and now that won’t happen. I know you can say well they will learn them from observation, but we all know what I am talking about when I say so many observe little to nothing. But as with all things and changes, time will tell

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  6. I'd like if we could at least go into the old map to wander around and I don't know about removing so much of the map…overall should be less annoying to see it in the roulettes though.

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  7. Toto Rak is part of the early MSQ so I guess it makes sense to make it more streamlined. Tho I wish there was a 'Hard' version of it that made it more similar to the original, perhaps more open-ended even.

    I really miss these kinds of dungeon designs, and while I don't hate the post-ARR ones cuz music, visuals and bosses are very fun, the lack of exploration and more atmospheric zones really do sting. Modern dungeons have the healer and tank sweating to survive trash mobs while the 2 dps eat glue and spam AoEs, and in bosses the 2 dps sweat to keep their rotations up and do mechanics in order to not die while the healer and tank eat glue and need to do practically nothing.

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  8. I honestly don't mind things being easier, especially for new players who wants to try the solo play options.

    I know a few good amount of ppl hesitant about any mmo with interaction with…people…😢😂

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