It Was Way Worse! Asmongold Reacts to "FFXIV History Lessons" | By Larryzaur



How Square Enix Made a much better MMO by making it play less like WoW! Asmongold watches a video by Larryzaur, who explains some of the biggest and most interesting gameplay changes that were made on FFXIV since its 1.0 inception..

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Original Video: https://www.youtube.com/watch?v=AI1siNub5C8 (FFXIV History Lessons)

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25 thoughts on “It Was Way Worse! Asmongold Reacts to "FFXIV History Lessons" | By Larryzaur”

  1. I actually really enjoy trash mobs in dungeons, provided they DO have important drops, and ARE CHALLENGING enough to make it interesting. I find it far more repetitive if I just join for a singular boss over and over.

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  2. You say tricks of the trade from WoW, but you have to understand in FF11 Thieves had an ability that would make their next attack give its enmity to whoever was between them and the monster. Was a pretty big deal in that game, so a lot of this old stuff also pulled from FF11 design and wasn't just them looking at WoW. And considering Ninja starts as "Rogue", it was half expected Rogue might also split into Thief in the way Summoner and Scholar split off one class. That of course never actually happened, though, likely due to the issues they ended up finding from doing it with the latter two.

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  3. i remember all of this. The cross class stuff also contributed alot to the skill bloat hw had. Since skills did not upgrade instead they were a completely separate skill that would just replace an old one but you had to keep the old one keybound just incase you were level synched down.

    Some other notable things:
    Whitemages had protect that was a cross job skill which was a must for all the healers. Tanks used to have 2 stances one for tanking and one for dpsing and both stances were different depending one which tank.
    Example the paladin tank stance reduced damage dealt/taken by 20%
    warriors tank stance increased max hp by 20% and reduced damage dealt by 20% and made certain abilities not useable
    in hw dark knight was unique because it was the only tank that could turn both stances on at the same time while the other two tanks had to stance dance.

    to even do high end content you basically had to get every single cross class skill to have a full kit meaning leveling every single job to 34.

    Reply
  4. On the walking to dungeons/raids/repairing point. Why haven't MMORPGs taken a "You're at the waypoint for current zone" diablo esque way to make this not a huge issue but you have to be there once. Imagine wow flight point but without flight time or ffxiv aether crystal, but just at the instance entrance. That way it's within belief but without the waste of time

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  5. 8:00 Because for better or worse the devs listen. And they listened to those stupid raiders who wanted all forms of party haste buffs GONE. Now they're crying about how they "don't have a choice" in what kind of buffs they provide to the party. lol
    They got what they asked for and it was obvious they'd cry when it changed the way they wanted.

    Reply
  6. I can certainly agree on punishing game mechanics being bad, atleast for an MMO, but in general too when it's simply a lazy design choice. There are ofcourse exceptions, just as there's exceptions of people who like them, but a good example of usually good punishment mechanics is say RPG games (which MMOs are built from).

    The way most RPG games punish you is more for immersion but also lack of preparation. Badly prepared? Punished. You can always prepare in RPGs or atleast it's built around that, and having several options to go about things.

    MMO's however has stripped that down significantly yet took the same elements. Problem with that is the multiplayer aspect and replayability, in RPG game you're either a small group of people working closely together or you're playing by yourself, doing encounters once. Whilst MMO got way more people all expecting different things and doing the same things over and over. So the same mechanics didn't work and has been largely removed as time passed and for the better.

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  7. @asmongold some adds are good. for example in metroidvania games there is the concept of Lock&Keys. A hole in the wall is the only way to get out a room and you need to blow up that with a bomb to access it.
    Adds in a dungeon should be used for teaching players specific mechanics in boss fights. So if you get this a debuff that will kill you in 10 seconds and the only way to remove it is by eating a specific plant in the dungeon. The player gets the same debuff in a boss fight and notices the the same plant near him. Better eat that plant before I die again.

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  8. The old Cleric Stance.
    It did a few things, it swapped your Int and Mind stats (Int increasing damage with spells, Mind increasing healing done), and it also gave a penalty to healing done and a bonus to damage done.
    With Cleric Stance on, you unironically were the weakest healer in the game. Black Mages could take Physick from Arnacist and with it were stronger healers than a Cleric Stance'd healer.

    Reply
  9. You know what's vestigial about MMOs? Dying. It's so annoying when that happens! So why not just make it that the HP cannot go lower than 1? That way you don't waste time using a stupid rez anymore or, even worse, going back to the start after a wipe. Oh! We could also put big safety nets around the dangerous boss arenas, so that nobody falls down anymore!

    Reply
  10. 9:50 well to be fair .. repairing can have a purpose though. I think GW2 does it extremely well. repairs are free and instant, click an anvil and GG you ready. and yes they can be a nuissance, but they stop you from just mindlessly respawning and zerging a certain mob.
    it's less important in raid settings for example where you respawn at the start of the raid, where they dropped an anvil for you, but in harder open world content, guild bounties etc, zerging could be an actual strategy. were it not for the fact that you'd need repairs after a while.

    but yeah it doesn't have a lot of benefits other than a form of "respawn-zerg protection", and for that exact situation, GW2 does it best, it's free and easy, and not an issue 95% of the time, except when you want to zerg stuff.

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  11. On them making mistakes… Well, ARR was actually kind of a Beta in some ways, of them still throwing stuff at the walls and seeing what sticks.
    It wasn't until Heavensward when the game that it is nowadays started really taking form.

    Reply

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