For Full VOD and all 3 bosses: https://www.twitch.tv/videos/1900147815?t=03h23m50s
Watch Scripe’s Video: https://youtu.be/qwqwGX7NOAA
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He said FF easy- me MADGE, you filthy WOW player GRRRRRHHGRRR
P.S: Tnx for frequent uploads- can't catch livestreams due to current(hope soon ends) IRL stuff
hope you are having and please don't mind the andys(both ff&wow)
Have a great day
WoW and FFXIV havw very different design philosophies when it comes to combat.
The only real way to prep for criterion dungeons is to run other FFXIV content.
Criterion guides would be good. You could help people through criterion dungeons too once you master them. And you could flex in Savage Dungeons (same as criterion but you can’t rez and monsters respawn upon death). There’s also variant dungeons, which are the base for Criterion and Criterion Savage. The fights are easy in variant dungeons but there are 12 unique solutions to the dungeon that fan out of 3 paths and your job is to figure out all the hints and compete all 12 paths to finish the story. This version is more puzzle than battle challenge. Variant and Criterion both give different mounts for completion. I am not sure the savage version gives anything. Maybe a title?
Here's a hint, every bosses in FF14 has a built-in tutorial except for very few. The boss will always do AOE first. Either big damage or reduce to 1 on rare occasion. Learn the name of the attack as it cast. Then, it does a tank buster. What kind of tank buster depends on several factors such as difficulties like extreme, savage, or ultimates. Then, the 3rd attack would be the group mechanics.
I still need to do some criterion's, just unlocked them.
Hope I don't wipe too many times 😅
Fun to see your blind predictions on mechs from an outside perspective 🙂
You really do pick up on mechanics quickly Psy, and yeah I’d say you having experience with extensive amounts of Mythic Plus does give you a lot of traditional raiding mentality. Sure FF14 and WoW play differently, but that’s not to say they can’t teach you similar skills.
ok the start of the video was amazing, the hubris=>RAGRETS transition xD I'm sure you'll do great at these when you play for yourself, especially since you'll have a lot more content under your belt by then. It's really interesting seeing you work out the mechanics from an outside perspective, because a lot of those get less of a telegraph in current content because they've been reused for ages, so you're meant to kind of read the room and react based on what you learned two expansions ago.
Also, I do think you could make an entertaining stream out of normal dungeons because while ARR dungeons are mostly same story, different set dressing, stuff does get so much more cool and varied later on. I'm in love with a lot of Shadowbringers dungeons that you traverse in really unique ways and that come with gorgeous visuals and cool gameplay gimmicks. Sure things get less exciting when you're running them for the 30th time, but it's still a lot of variety and visual interest that I think could make a great background to a more chill/conversation focused stream.
One of the craziest things about FF is that your hitbox is only like 1 pixel wide, in the center of your own target reticle. As long as that pixel is outside of an aoe marker when it disappears, you're safe! My gf makes fun of me for always hiding in the smallest available safe spot, but to me it's just a matter of being the closest space to move to. 😅 (And remember, it's the aoe marker disappearing that determines who's hit by an attack, not the animation. You can stand in an animation safely as long as the aoe marker is gone.)
Also, the netcode can often make other players look like they got hit by aoe's on your screen, but the server registers the opposite for them. So it's tough to judge how badly someone else is fucking up unless they're definitely just standing still lol
– Player Hitboxes are "1 pixel" wide (technically speaking, you have a position coordinate which is a point). However, enemy hitboxes are taken into acount for ability ranges, so a 3 yalm range ability ("max melee") will be able to be used 3 yalms away from the edge of the enemy's hitbox
– AoEs, save for very few exceptions, "snapshot" the moment the castbar finishes or the AoE dissapears, anything else that happens later, no matter how long it takes for the animation to start/finish or the damage number to show up, is determined in that instant. If you were inside the AoE the moment it faded or the castbar finished, you'll get hit by it, even if you Dragoon flip twelve yalms away before the animation happens, or the damage gets applied.
– Netcode is very low fidelity for other players, so you'll often see them lagging behind by quite a bit from where they really are
– Most boss mechanics work upon the basis of what previous bosses have stablished, in a sort of iterative process. This is part of the reason why mechanics (or rather, their solutions) are often named after boss abilities from earlier expansions, like Protean (an 8 man spread around the boss), Dynamo (a donut AoE, walk inside the boss hitbox) and Chariot (a circle AoE, walk away from the boss, usually at max melee range). The key for blind progging bosses in FFXIV is working on the knowledge of previous bosses to decompose new mechanics into their base constituents, like Rubicante's "Flamespire Claw" which is solved the same way you solve Diamond Weapon's "Limit Cut", but with the added complexity of the Flamespire debuff (a time bomb)
– Most higher difficulty content works with the Normal difficulty as a base. Things like missing AoE indicators, overlapping mechanics, and increased complexity with added components, are common tropes. They also often throw in an entirely new phase and/or mechanic that has no Normal version counterpart. In this case, I don't remember those rings in the Normal mode version, but I have only cleared the Variant dungeon (the normal version of the Criterion) once.
– Criterion dungeons are very different from any other type of content in the game, and they're a very recent addition. There's currently only two of them with more coming. The biggest complaint the community have with them is the rewards are very limited and they cannot be used in any way to assist with raiding gearing, which is a real shame. I personally would've loved to see Criterion Savage as an alternative gearing route to 8-man Savage Raiding, for those with smaller friend groups.
Has anyone mentioned Deep Dungeons as another small-party form of content in FFXIV? Deep Dungeons seem like they'd fit your "hard/impressive but chill and easy to talk to chat during" mould that you've mentioned M+ fills for your streams.
There are 3 in the game, they're playable solo or with a group. The first one is 200 floors (palace of the dead, should be unlockable now for you, only needs a level 17 job), the second two are 100. They're made of 10-floor groups, with a unique boss at the end of every grouping. Deep Dungeons were the main form of small party difficult/"endgame" (though progression is different from regular game so doesn't require endgame progression) before Criterion dungeons, and now they're making both.
Highly recommend Angelusdemonus's short speedrun of some of the floors of PotD at AGDQ2023, he explains some of the basics and it's a good showcase of the mechanics/difficulty.
Recommendation: Scripe Beats Final Fantasy's Hardest Fight (Omega Protocol) It's probably the hardest fight in any mmorpg tbh.
Sorry if you see all my comments idk if some type of glitch but I only see the last one
I really hope the future dungeons have better rewards.
Criterion dungeons just wont have as much transferability as M+ Unless people want to watch you fail a bunch. once you get it down tho, its not as exciting to watch since M+ can change pull to pull. Plus group finders for Criterion are.. rare.. compared to M+ Groups. That may change in the future but right now, its not viable in FFXIV like it is in WoW. Raids are just a single fight though. Criteron dungeons are more Akin to WoW raids, than the "actual" alliance raids are. The level of difficulty in Criterion makes it a less easily repeatable thing like in WoW. If you want repeatable dungeon content. you will want to look into Palace of the Dead and its related content. Its solo but its much more like a WoW dungeon.
Criterion is fun, I’ve done like 20 runs of the new one and still haven’t gotten my mount tho 😢
The Omega Protocol Ultimate will be challenging.., even as Mythic+ raider.., oh boy
(but don't spoil it)
The way I think about it is that a lot of mechanics are kinda designed to be information overloads. At first glance you think "how the hell am I supposed to work out what to do in time with everything that's going on at once?" Successful resolution and mastery, then, is often about working out how to drastically reduce the information you need to process, and in what priority.
For example, a boss might throw out a load of line AOEs all over the arena – so many that it's impossible to work out where ALL of them are pointing in time. But at the same time, there may be another mechanic that shows up just after which makes everywhere but a relatively small circle unsafe. When you first see these mechanics you're probably going to be overwhelmed by trying to find a safe spot from the line AOEs and then realise too late that it's not in the safe circle. But then you think about it and realise all you have to do is wait until you know where the safe circle is, and then pay attention to ONLY the line AOEs that will overlap that circle, meaning you can ignore most of the line AOE spam because it doesn't matter. Instead of reducing 10 "safe" zones down to 1, you reduce… 1 down to a slightly smaller one.
IMO, it's what makes FF14's fights so fun to tackle blind. A lot of the difficulty is loaded into working out and learning that mental flow-chart of what to do. There are some seriously clever strategies to massively simplify very complicated mechanics, and the timing is tuned such that trying to brute-force it is basically impossible, but if you have a good strategy/understanding it feels like you have more than enough time and barely have to think about it.
1:46 gottem!
Watch the omega protocol and react/try to predict those mechanics!!
at 4:45 the jump was what killed him… jumping is a bad habbit that people need to break. when you jump, the game considers where you jumped from to be your position until you land.
Ff14 does usually follow the A-B-C-D style with attacks but youll see eventually in harder content some of those attacks have varying patterns youll have to learn to read that normally have a differently named cast or boss position to tell you what to do.
After you have tried ARR’S raid series coils of Bahamut, you might want to check out a clear vid of ultimate coils of bahamut.
Mythic+ training = practise your role, work together
Criterion training = Sudoku
"His pet gonna pull" Beastmaster flashbacks XD
Ah and here a thought you were gonna look at the hardest version of a criterion dungoen
The last boss in here is insane to learn Ngl. Harder mechs than most savages I’ve done tbh
You've built up a good mindset with your raiding history, in terms of stuff like comprehending the goal during new raids to be "progress" not "clear" for the first couple days, knowing how to read tooltips and guides, working with a team, and having built up reflexes for tricky placement mechanics. Those are all going to be huge in terms of fast-tracking the learning process. Most of the newbies who cause trouble are the ones who simply didn't want to read, or didn't process how a new ability would be best used. You get a lot of casters early on who try to use Sleep (and archers trying to use Bind) who don't read that the effect ends when the target takes damage.
If you've got the right mental skills for it (MFPallytime is a rare soul who's basically made a career out of being able to do this) a stream where you talk through what you're doing in your rotation AS you're doing your rotation would be a way to make a "Learning my Samurai Rotation" episode actually interesting to viewers, even if you literally stood there at a target dummy practicing for a whole half hour.
One of the other things you'll get a sense for as you branch out into other jobs is that Learning FFXIV Jobs is its own skill. You'll get used to the design choices Creative Team III made and conceptually a lot of the layering damage effects that help with one DPS work similarly enough with another that it still helps you pick it up even if the rhythm itself is totally different. I think getting used to Summoner is going to prepare you for your Samurai journey more than the multiple years you spent learning various sword-wielding classes in WoW, just because of how consistent some of the design conventions are.
You could be a eurika guy or a bozja guy
I've watched you for a long time, and I'm happy to see you enjoying new content.
This is a fun video. I'd love to see your blind analysis of a Storm's Crown EX clear. 👑
to be fair, that criss cross at 1.50 mins in is only in one boss. and tbh, I want it implemented in more mid difficulty bosses xD
FF has a lot of pattern recognition. HOW the mechanic is presented may differ but at the end of the day once you understand the base function you can pick up fights a lot easier. Terms like Limit Cut, Heavens Fall, Exo Flares, Ahk Morn will become second nature to you.
As a old m+ pusher myself I can't wait to see your journey through FF. Keep up that open mentality though b/c while things can be similar the approach FF takes on things is pretty different in WoW
"…most like a hunter." In a way, despite there being a bow class (bard, starts as archer) the closer classes to hunter might be dragoon (survival hunter, starts as lancer, jumps back and forth a lot) and machinist (marksman, must reach the 1st expansion's story to unlock). I guess a bard could be a little like a beastmaster in that they're very VERY proc-heavy but that would be a big stretch.