Final Fantasy XIV - Kiwi Free Company

Both Palace and HoH were rather easy in their early floors (I'd argue almost laughably so), but EO was throwing hands on the first floorset, which was off-putting to the 'casuals' while also being significant HP sponges, which was off-putting to people who enjoy that content as it made any sort of progging for solo clears fucking tedium.

The bosses were okay and I'd say about on par with HoH's, and the lvl 99 boss thing was nice. But it was generally a tedious mess that turned into a cakewalk for experienced DD players and an annoyance for casuals.
I found even grinding for Aetherpool mind numbing (and parties for EO runs dropped off sharply) so I never bothered to finish the grind because solo runs with the HP sponge mobs wasn't fun.
 
He dies, Sphene abdicates, Alexandria joins the multicultural tapestry that is Tural and I puke blood as Smile! plays.
Personally hoping every single Alexandrian dies so we never ever have to revisit solution 9 again. I hate the discordant generic scifi crap. At least Allagan and Garlean tech seemed vaguely steampunk and gritty and didn't look jarringly out of place in a distracting way.
 
Both Palace and HoH were rather easy in their early floors (I'd argue almost laughably so)
The Deep Dungeon difficulty curve is stupid, because it isn't difficulty persay. It's easy at the start because traps and etc are a non-threat, but later levels it can lead to instant loss, so the only difficulty was learning traps don't spawn in the edges of maps and staying there. That's it, you're a necromancer now harry.
 
The Deep Dungeon difficulty curve is stupid, because it isn't difficulty persay. It's easy at the start because traps and etc are a non-threat, but later levels it can lead to instant loss, so the only difficulty was learning traps don't spawn in the edges of maps and staying there. That's it, you're a necromancer now harry.
Necromancer title simply tells me someone was patient enough to follow the dull meta around doing it. Still a lot of effort and I can respect that but damn if its not boring to me.
 
The problem in telling casual players to do battle content, is that the battle content is shit.
The game is notorious for having nothing, absolutely zilch combat content, to do for the midcores, the small groups of friends, the duos, the actual casuals: The friendslop gamers.
Actually, according to Arthars, you're WRONG and need to suck it up and play the raidslop as you CASUALS just got CALLED OUT fr fr, no cap on god.
Arthars fag.webp
(this guy is such a collosal nigger faggot holy shit and Mr. Ozma actually listens to him)
 
Necromancer title simply tells me someone was patient enough to follow the dull meta around doing it. Still a lot of effort and I can respect that but damn if its not boring to me.
Yeah, only reason I never got it was because I would literally fall asleep about 3/4 of the way there out of pure boredom.

Which basically was my point that there is no difficulty to the deep dungeons, you just slow down and be slow, and essentially you actually avoid playing the game and skim as many mobs as possible.
 
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The Deep Dungeon difficulty curve is stupid, because it isn't difficulty persay. It's easy at the start because traps and etc are a non-threat, but later levels it can lead to instant loss, so the only difficulty was learning traps don't spawn in the edges of maps and staying there. That's it, you're a necromancer now harry.

I'd say it is a little more complex than that, but generally yeah.

The big thing is pomander and time management at higher floors. It's not a massive thing, but you'd be surprised at how many folks struggle at it.

The other big thing is a few checkpoint bosses.

First is the floor 100 boss which can be overwhelming if you're a casual or whatever.
Second is Behemoth. Just about every job has/had specific timings and windows they needed to do so that they didn't get got.
Third is the Godmother (floor 190 boss) for people who can't memorize patterns or exercise discipline on their abilities so they don't accidentally send the freeze bomb in the wrong direction.

Necromancer title simply tells me someone was patient enough to follow the dull meta around doing it.

I mean that's virtually every task in an MMO and most video games, if we're being honest.

Actually, according to Arthars, you're WRONG and need to suck it up and play the raidslop

I'm honestly trying to get my head around what your issue is here. Yeah, the devs shouldn't be kowtowing to the South Park City Wok guy (this is a problem that plagued Everquest and by extension FFXI and WoW -- listening to the high end raiders) but lowering barriers for entry and encouraging people to work up to do content in the game isn't bad.

I agree with the general sentiment from Arthars (most of the retards bleating about nothing to do in the game tend to be MSQ enjoyers who still don't know what a stack marker is or what Akh Morn does), but on the flip, I would full on agree that the current formula for content is fucking stale as hell and needs to be refreshed.

I'm not trying to be argumentative, I'm curious what directions or angles the devs could be taking (potentially from other MMOs/games) that'd make for interesting content.
 
Orthos flopped, in my opinion, because it tried to cater to casuals at the expense of the people who enjoy Deep Dungeons and managed to satisfy neither.
Orthos sucked because it is a knowledge check more than anything else. Some of the first floor enemies and almost every single one in the later floors had mechanics you just needed to know otherwise they will one tap you. Which is really, really shitty in content that sends you back to floor 1, so what did you have to do? The same thing you have to do in every other hard content in XIV: Study beforehand. Get a guide and just learn what every attack does, execute perfectly and slowly make your way up. The bosses being a DDR style once more also didn't help and it genuinely felt this was the Deep Dungeon that catered to savage raider more than anything else. In turn, if you actually know how the place works, it is kind of the easiest to tackle, since you now tick the knowledge check box and can just not stand in the AoE.

I really hope the changes to the new one shake that a little up, but their focus on boss fights keeps being a disappointment. I have a hunch the developers always come from an angle where they assume everyone loves progging and figuring fights out, but I would say that is the vast minority of people. As for engaging combat content: Personally Valigarmanda Ex was the best fight they have ever put in the game. Every danger zone was visibly displayed in the combat, it was no debuff salad, it wasn't too punishing, kept a great pace without a puzzle screeching the fight to a halt and very little in body checks. Tanks having to switch and create the safe zones for the party behind them was a lot of fun. Naturally Mr. Ozma said he didn't like that fight because he had to make it too easy. Go figure.

Personally hoping every single Alexandrian dies so we never ever have to revisit solution 9 again. I hate the discordant generic scifi crap. At least Allagan and Garlean tech seemed vaguely steampunk and gritty and didn't look jarringly out of place in a distracting way.
We will have to mercy kill my beloved Limsa Lominsa as well, since the Wolf quartermaster seems to have been replaced with an S9 asset...
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Orthos sucked because it is a knowledge check more than anything else.
This is why I hated it so much, forgot which ability to interrupt or interrupted the wrong one? Congrats your run is now bricked, game over. After slogging through Orthos two people in my static rage quit and have never returned to the game. The HP sponge monsters and over reliance on one shot mechanics fucking sucked.
 
They've approached it in a way that gives casuals and sweaties a chance to tackle all of the content by having more checkpoints (as someone mentioned), but also by allowing matched parties, which was something that you could only do for the first few floors in prior Deep Dungeons. Its ostensibly designed to appeal to people who want to level alt jobs.

The rewards look to be numerous and varied this time around (there's what looks to be 4 new mounts plus 2 minions, plus glams and other items available through the potsherd currency system.

It looks like Deep Dungeons are getting added to the Challenge Log, which will provide more incentive for folks to fuck around with it.

And then the floor 99 boss is modular and can be tackled by just about everyone with different rewards.

As a DD nerd it looks really promising, although I'm not sure it is going to 'save' Dawntrail. Casuals are already whining about having to do Palace (clearing to floor 50, which is not hard at all, is the prereq for other Deep Dungeons) and not happy about this being the 'leveling' option for them.

I'm personally excited for 7.3 cos I'm morbidly curious what they're going to do with Troon Cat, but also because of the Deep Dungeon and the XI raid.
Credit where credit is due, that all sounds like really good QoL, but I was hoping they were going to actually shake up the core DD gameplay so we wouldn't be getting what is essentially POTD's 4th reskin. The only innovation is the customizable 99 boss.
 
I finally realized what was bugging me about the trailer. It sounds like the Devil May Cry selection noise is in it like 40 seconds in.
 
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if the jobs could do more than
"deal damage, generate/spend resource"
"heal damage, generate/spend resource"
"increase outgoing damage"
"reduce incoming damage, generate resource"
Which is especially weird in a game where you can switch jobs freely and easily level new ones and they share a lot of BiS gear.

And then when jobs actually differ Square is just like lol no (if you've ever noticed, for dual tankbusters if you cover the other tank as PLD the first one will apply a 2s debuff vuln stack to you that guarantees the next application will kill you.)
 
Personally hoping every single Alexandrian dies so we never ever have to revisit solution 9 again. I hate the discordant generic scifi crap. At least Allagan and Garlean tech seemed vaguely steampunk and gritty and didn't look jarringly out of place in a distracting way.
Solution 9 is unfortunately PSO2 aesthetic which is quite the far cry from even the most advanced tech of the rest of the game. But because Azys Lla had hologram touchscreens and because we had wireless communication via linkpearls since 1.0 we're not allowed to complain about this and ghetto streetwear outfits.
 
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