Heavensward = Emotional Damage! First FFXIV Playthrough!



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28 thoughts on “Heavensward = Emotional Damage! First FFXIV Playthrough!”

  1. on meters, i disagree. as a 15 year wow played i hated the meters as people will and shall use it against you. the training dummies, a lot of players use this to improve dps, rotations. and yes, tons of ff14 and wow players use these to improve that refuse to see numbers to say i am getting better

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  2. There is nothing wrong with damage meters but people who use them to harass others. Nobody can't stop you to use ACT on second screen to see how you are doing or tab out afterwards and look your logs later. It does not fiddle your game files, it just takes a combat log what your game provides and puts it into nice better readable form. ACT can teach a lot, just don't be a ** about it.

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  3. For every person who damage meters helps 10 people are picked on by dps shaming, the choice to make all of the content damage meter free is a good one imho.
    There is a reason wow random dungeon finder runs are toxic and ff14 isnt.

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  4. Also on the damage meters, maybe someone has pointed this out or you picked it up but the FF14 rotations are almost completely static compared to WoW's variable rotations, which means you kind of know when you make a mistake even without a damage meter. There are upsides and down sides to it, it makes balancing much easier, you can strategize and plan out you rotation vs different fights and you don't need the meter as much; the downside is that, to me at least, rotations get stale rather quickly and, at their core, almost every class feels the same, just a sequence of buttons. The exception is dancer but even that is sort of static "either this button or that" rather than variation or randomness. P.S. I love the chipmunk voiceover during the boss fight, keep it up =)

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  5. As far as damage meters go, I very much use them to keep myself interested in raiding on DPS jobs. But I agree with Yoshi's decision to not include them in the game. They're not something that I would want to be part of the culture of the game like in WoW.

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  6. I feel like I can see the argument for damage meters for high end raiding, but the danger of making them a base game standard is that it changes the way players interact with content, and could easily lead to people like me (a casual player who is never going to be very good at the game even trying my best due to a learning disability effecting my ability to perform mechanically) being ostracized even in low level fights. I don't want the game community to drift towards the kind of vibe of games like LoL where people seem to just hate anybody who can't play perfectly.

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  7. I can definitely get behind the decision to not include dmg meters for the sake of keeping things peaceful. Competition tends to get salty. But as someone who's used act myself I understand the urge to actually see how you're doing and get better. As long as you're not a dick about it it's fine imo

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  8. 4:00 Because it's cross-platform. Playstation (and soon Xbox) players can't run damage meters or add-ons or mods or whatever, because they're not on a PC that can download and install that stuff. So to be fair to them, the devs (and community) discourage (or ban) the use of them. I understand the argument though, that you want to improve and get better, and those training dummies are suuuuuper helpful for that. Anyone serious enough about raiding to care about dps should be using the dummies to make sure their numbers are up to par.

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  9. Maybe someone pointed that out maybe not, but there are "dummie" trials kind of things that give you 3min window to kill it as a measurement if you're good or not. DMG meters would make life's of casual players insufferable because most of the people don't really care about rotation… they just press highlighted/available buttons.

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  10. anyone else watching this and noticing the freestyle combos during the Nidhogg fight….while talking about dps meters and playing the class right? combo 1 > throw > leg sweep > combo 1 > throw 🤔

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  11. When the game starts stacking mechanics. Your damage is based on, not getting killed. The game gives you these easy MSQ fights and keeps showing you these simple mechanics. Attempting to teach you to recognize the mechanics. Harder content is when the mechanics start overlapping and start stacking. Then you understand why the MSQ is the way it is. Its a tutorial. Because the hard content is mechanically hard. You not worried about how much damage your doing. When the other people in your party die, your damage means nothing.

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  12. They have a "damage meter" sort of thing when you unlock certain high end things. Stone, Sky, Sea. It won't give you a number, but you select a savage/extreme or whatever and then it will have you attack it with a timer. If you can't kill it in time, it means your damage for that class for that duty will not be enough.

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  13. The main problem comes with damage meters allowing people to turn non competitive content (like regular dungeons and trials) into opportunities to judge people based on performance, when some of us are just trying to casually play the game and do content.

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  14. the people who want the damage meters for personal use, as you outlined, DO just do it. but they do so, knowing the risks. cuz the second Square Enix has to make a decision about what tools are or aren't allowed, they have to do it for EVERYTHING, which Yoshi-P has stated that they don't want to do.

    also, allowing PC players specific 3rd party tools introduces disparity with the console players, who make up a sizeable portion of the player base.

    so we get specialized training dummies as the in-game tool to help players improve their high-end play, because Yoshi-P has also stated that he does not see any way to add damage meters to the base game that DOESN'T end in it turning into a ruler that players use to measure each other against for toxicity.

    …this state of things is fine by me, I know I'm doing enough when I'm not dying, my party members aren't dying and the fight doesn't take 20 minutes. if all of the above aligns and we get the clear, that means we did our job. also I don't 'raid', I haven't even made it to endgame in the 4 years or so I've been playing

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  15. 0:22 — Technically, its not a dance, its a song performance 😀

    20:28 — Ready to get your heart ripped out already… Ah well, off we go. Also, you recognise healers by the way they hold their weapons and/or the color of their spells – but mostly gesture.

    29:30 — To be honest, this part is even worse >.<

    One of the reasons people here put so much emphasis of paying attention to the story is actually the shared misery over situation like these >.<

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  16. As someone who quit high end WoW after Cata and altogether after Legion, I am so staunchly anti in game DPS meter. Like, in 14 you have SSS if you wanna play strictly by the rules and FF logs isn't hard to use, high end players can absolutely not only measure their DPS but get solid feedback on what part of their class they're doing wrong from FF logs. At the height of its popularity in WoW during Cata, Recount made the casual game completely unplayable, normal mode dungeon finder was completely lousy with people yelling at each other about how much DPS they were doing and so casuals just didn't do dungeons, like, at all. On EU it got to the point where the queue for HCs was quicker than the queue for normals because nobody wanted to deal with DPS meter hate in normals. 14 has a really really pleasant, friendly community and I don't think you'd wanna poison the well by introducing competitive toxicity in to normal difficulty content in that way, especially when it's mandatory to advance the story, you'd definitely see an increase in people dropping the game before level cap.

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