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FFXIV To Implement Boss Duty Mechanic Indicators In Dawntrail | MMORPG.com

SystemSystem Member UncommonPosts: 12,599

imageFFXIV To Implement Boss Duty Mechanic Indicators In Dawntrail | MMORPG.com

Final Fantasy 14 will implement new visual and audio indicators for certain boss fight mechanics, starting with Dawntrail bosses and with more prior ones in the future.

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Comments

  • NeoyoshiNeoyoshi Member RarePosts: 1,489
    That's kind of interesting that they did that; i agree I'm not sure how much people will even notice it, as it almost appears like flavor-text rather then an alarm bell to pay attention.

    It's not the first time we've had onscreen text indicators like that, but it's the usage with the flashing red background behind the text is what seems to be new, also i do wonder how often this will be used throughout the duration of fight phases, because if it's used really often, i hope there will be an option to switch it off.


    Fishing on Gilgamesh since 2013
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  • richrem1richrem1 Member UncommonPosts: 198
    edited June 16
    So they are making the text indicators of what the boss is doing big and flashy? That really isn't the issue for me. The issue is not knowing what to do about it, unless there's a visual indicator that is obvious, and even then, sometimes you don't have time to move out of it. So you are forced, still, to memorize them on Youtube before going in blind. That is a issue for me as I have piss poor short term memory.

    Having larger text indicators is fine, but I think what we need is a in game school, where you pay gil to learn and practice methods of mitigation of what bosses might throw at you. That way you learn hands on, so when you go into a hard fight, you are prepared.

    Another idea is to make memorizing boss mechanics irrelevant, and put more effort into class skills capable of mitigating them.

    Also, what's the point of a visual indicator if it's only going to be shown less than a couple of seconds? Again this is where you need to know what the boss is going to do ahead of time.

    Frankly, I have no idea how to improve this and keep things challenging; but requiring memorization of hundreds of mechanics is just bad design IMO.
    KaylessShinyFlygonScot
  • VidahrVidahr Member UncommonPosts: 123
    Mechanic bloat.
  • ShinyFlygonShinyFlygon Member RarePosts: 611
    I flat-out refuse to queue for Trial roulette, because Trials tend to lean most heavily into this kind of combat. I'll do a Trial exactly once, but only if It's required for the main story, and I unabashedly rely on other people to carry me (and thank me for the bonus tomestones).

    That said, here's a tip for PC users who struggle with these things: Try using a controller. I find that I spend a lot more time staring at my hotbar when I'm on mouse + keyboard. When I'm on a controller, I have my crossbar pretty much committed to muscle memory (after some practice), so it's easier to watch the fight.

    I still feel more comfortable using m+k in noncombat situations (especially if I'm chatting), but it's easy enough to switch between the two.
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