Ok, so 7.4 came out not long ago. Let's go in order :
1) MSQ dungeon :
Jesus Christ, it was boring. As a fan of FF9, i really appreciate all the references. I love them. I love the boss (visual) designs. But holy shit, the mechanics were horrible. The entire dungeon is a snoozefest. The dungeons in DT were so good so far, are we back to Endwalker levels now? Pls do better, i beg you.
2) Trial : That! That was fun! In normal AND ex. For all the "casuals" on this forum : this is the EASIEST ex in this expac. If you have an inkling of a desire to try harder content - freaking go for it NOW. This is the easiest EX, but at the same time....it was giga fun on prog. It was very fun to figure out the mechs and how to solve them. Amazing design here, really can't criticize anything. I don't know how badly Hector gonna ruin the positions for this fight THIS time, but if you just use your damn eyes, you shouldn't have any trouble. This is one of the fights where you can easily do without any marks OR waymarks, as long as you use your eyeballs and brain. Nice EX. Still, not enough to serve as a bridge between giga casuals (from this forum) and savage (mediocre levels) content. Team needs to listen to big FFXIV streamers/youtubers better, because despite big "shout like a dumbass" moments i've heard really good ideas there on that front. Like "soft savage" and "hard dungeons" stuff. Check it out if you can, designers.
3) Raids : Okay, there are 4 fights, so...
3-1) First fight - That was soooooo good in normal. Very engaging, having some stakes and stress (the add phase), very fun casual fight. I don't expect savage fight to be much different. Probably gonna be like 80% the same, but with no markers. No criticism here tho, it's a first fight of the tier.
3-2) I...kinda like this fight, especially on DNC/DRG. Need to actually change my muscle memory for this to work. Mechs seem engaging. Don't expect many new things in savage, but expect SOMETHING new and interesting to add there.
3-3) I really cannot comment much on this. Normal is BORING, aside for one moment where he lifts the half of a stage. At the same time, i DO know that when SE team does it, that means savage gonna be FRICKED UP and gonna have a lot of new shit, so i'm looking forward to see what they gonna do with this guy.
3-4) Honestly, music carries this very hard. Even if they did return to "doorboss into another phase with a checkpoint" formula, this seemed very watered down. Nothing freaking happens in this fight on normal. Still...again, looking forward to savage. Hope it's gonna be good. I assume music we heard in a cutscene is a savage music. If it is, i think boss gonna fuse with immortalized and do new attacks (especially Eutrope's, considering ther motif we heard)
Didn't check Occult new jobs yet, but don't wanna comment on it until we get 2nd dungeon, which will probs be in 7.5 anyway.
Overall, good patch, like the story a lot. Keep up the good work!
Continue reading...
1) MSQ dungeon :
Jesus Christ, it was boring. As a fan of FF9, i really appreciate all the references. I love them. I love the boss (visual) designs. But holy shit, the mechanics were horrible. The entire dungeon is a snoozefest. The dungeons in DT were so good so far, are we back to Endwalker levels now? Pls do better, i beg you.
2) Trial : That! That was fun! In normal AND ex. For all the "casuals" on this forum : this is the EASIEST ex in this expac. If you have an inkling of a desire to try harder content - freaking go for it NOW. This is the easiest EX, but at the same time....it was giga fun on prog. It was very fun to figure out the mechs and how to solve them. Amazing design here, really can't criticize anything. I don't know how badly Hector gonna ruin the positions for this fight THIS time, but if you just use your damn eyes, you shouldn't have any trouble. This is one of the fights where you can easily do without any marks OR waymarks, as long as you use your eyeballs and brain. Nice EX. Still, not enough to serve as a bridge between giga casuals (from this forum) and savage (mediocre levels) content. Team needs to listen to big FFXIV streamers/youtubers better, because despite big "shout like a dumbass" moments i've heard really good ideas there on that front. Like "soft savage" and "hard dungeons" stuff. Check it out if you can, designers.
3) Raids : Okay, there are 4 fights, so...
3-1) First fight - That was soooooo good in normal. Very engaging, having some stakes and stress (the add phase), very fun casual fight. I don't expect savage fight to be much different. Probably gonna be like 80% the same, but with no markers. No criticism here tho, it's a first fight of the tier.
3-2) I...kinda like this fight, especially on DNC/DRG. Need to actually change my muscle memory for this to work. Mechs seem engaging. Don't expect many new things in savage, but expect SOMETHING new and interesting to add there.
3-3) I really cannot comment much on this. Normal is BORING, aside for one moment where he lifts the half of a stage. At the same time, i DO know that when SE team does it, that means savage gonna be FRICKED UP and gonna have a lot of new shit, so i'm looking forward to see what they gonna do with this guy.
3-4) Honestly, music carries this very hard. Even if they did return to "doorboss into another phase with a checkpoint" formula, this seemed very watered down. Nothing freaking happens in this fight on normal. Still...again, looking forward to savage. Hope it's gonna be good. I assume music we heard in a cutscene is a savage music. If it is, i think boss gonna fuse with immortalized and do new attacks (especially Eutrope's, considering ther motif we heard)
Didn't check Occult new jobs yet, but don't wanna comment on it until we get 2nd dungeon, which will probs be in 7.5 anyway.
Overall, good patch, like the story a lot. Keep up the good work!
Continue reading...