Xeno reacts to an interview with with Final Fantasy 14 lead battle content designer Mr Ozma (Masaki Nakagawa) about the FFXIV dev team philosophy on balanced end game content and what the community should expect in future patches.
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I think the bird was a great starter for an EX trial but i will admit i think that kind of fights get really boring since its a wall boss but for the second on is fucking awesome weather its mech or boss design idk its just amazing
I think its good when the positionals are not one after another, so you have something in the middle to press while you move.
They need to make Savage Raids rewards obtainable thru Doing a ton of Normal Raids. Like 50 Normal Raid tokens = 1 Savage Raid token. That way ppl have a choice.
Nah cmon lets be real. Eden verse was a really decent tier. E5 ramuh was fine. E6 the garuda/ifrit fight imho was really fun just for having more than 1 boss which they rarely do in savage these days.
E7 is what pulls the entire tier down i feel.
E8 was great.
This tier was just relevant much longer due to covid and it shows.
The only thing that make this game hard is finding 7 other players that are as good as oneself.
IMO any Trial/Raid that needs PF is not casual , regardless of difficulty. In Data Centers where people solo queue extremes i would call it casual (I think they do that in JP datacenters if im not mistaken) , but in the Data Centers that dont do that, i dont consider a casual activity.
"Difficulty" 1 death = wipe absolutely bloody brilliant
I've witness people die on valley girl normal because of stack shuffling lol
Melee positionals are not hard. But they also should not remove them. Unless the devs have something very interesting to replace them with, or new raid design that makes up for that little bit of interesting optimization. IMO
first raid tier was bad- nothing new and the best fight was the first fight
Its soooooooooooooo easy and yet pf still can't do sunrise. I'm joining merc parties to sell weapons and the MERCS are fucking up sunrise >.>;
I do agree with the chaotic rating. Actually no it's 11/10. We need more of these. This should come out of ever patch. Thundergod please. PLEASE.
FF14 endgame: one raid with a 1 week cooldown xdd
The only thing I hope for is that the FF14 devs figure out how to keep a tier alive for longer. Doing reclears or late progression through savage content is way difficult right now simply because of numbers. One quick solution would be cross datacenter PF hopefully that can be a thing in the future
If they wanna reduce frustrations, they might as well flush the whole community down the toilet, because so far, that's the biggest most stinky zit in the face of ff14, at any playstyle and level of content
Its impossible to balance because theyre out of touch and dont care, and dont want to fund or staff the game keeping the entire parent company afloat.
The problem I’ve been seeing for chaotic is prog lying. Join an enrage party for example and people who haven’t even done phase 2 at all joining. 🙁 makes for a bad time in pf.
@9:30 Greeding is part of the fun of DPSing.
I’m sick of 1 room boss fights… it’s all we’ve gotten for a year… ugh..
The dungeons trials etc were way better than the awful story
I always remember the times in trials where a dps accidentally got a tank buster but then both tanks and the shield healer mitigate this dps player and they live. Fights that are recoverable are a lot more fun to me it feels like an actual fight
FRU:
P1 vs Top P1 is harder
P2 vs ToP p2 is harder
Intermission vs Top p3 transition is harder
P3 vs Top p3 is harder
P4 vs Top p4 is harder
P5 vs Top p6 is harder
I think removing positionals and instead adding things like vipers blade gages or red mage magic bars would be great to where keeping track isn't super important most of the time but if you do keep track you'll be able to do so much better
I am under the impression that SE keeps targeting the same audience because they don't actually know how to target a specific niche. Criterion (more specifically Savage) and Island Sanctuary were huge failure not because of the initial idea, but because it wasn't aimed at an existing group of players. Whether it be Extreme, Chaotic, Criterion, Savage or Ultimate, it's the same design that aims at roughly the same group of players, restricted to the ones who understand what they've being asked to do. On the other end of the spectrum, Deep Dungeon is aiming at other mindset but it encompasses such a tiny part of the playerbase that it still isn't satisfying for the extreme part of the players who don't want to engage on Savage and the likes.
To solve this, it really is easy though : make content so they become a step onto another one.
Have Extreme encourage people to get into chaotic, for example by getting ppl used to having a specific spot and keeping it. This requires a clear tool to explain the spot chosen by the group leder and fortunately, this is a work in progress right now. From there, even the chaotic onto savage could be possible… But it still wouldn't aim at another group of players.
Now to encourage other kind of players to enjoy PvE, they really need to create another mindset. For instance, there's currently exactly 0 hard contents that rely on reflexes and reading what's happening during the encounter. Crietrion could allow some players to step into it without preparing anything first, just by having a good knowledge of the game's indicators. Deep Dungeon would need a complete overhaul to satisfy more people (mostly by making it's pace much, much, MUCH quicker) . There could be contents that modify the skillset, modify the stats, bestow momentary buffs etc… I guess the next Field of Operation is supposed to do something alike but considering what little risk they've been taking outside Chaotic (which… Is nothing more than the usual stuff with more people in the instance) … Don't think it'll be innovative.
One biggest problem of FFXIV is that want please everyone if they stop doing that maybe the game can get good in future has was in lastest patch of SB and ShB.
Positionals existing doesn't limit boss design, because like in the example you showed (Hippokampos) they can simply turn them off where appropriate.
As a melee main, removing them would make the game even less engaging and fun. Just standing still pressing my buttons and never having to think about my positioning sounds so boring. I thought people didn't want things to be further simplified and homogenized?