No video

Reimagining Final Fantasy XIV Encounters: Leveling up the Gameplay!

Let's give the dev team some ideas! And use code " DRAK" to receive $5 off for your first #Sakuraco box through my link:team.sakura.co/Drak or your first #TokyoTreat box through my link: team.tokyotreat.com/Drak
Come say hi!
/ drakanous
/ drakanous
/ drakgamestein
/ drakgamestein
Check out our official sponsor, GamerSupps!
Stop drinking raw water and get some energy that won't make you crash... or have to poop your pants. Get 10% off with code NEST or use this link: gamersupps.gg/NEST

Пікірлер: 86

  • @DrakGamestein
    @DrakGamesteinАй бұрын

    Any constructive comments and suggestions, even if they disagree, are welcome! Also don't forget to use code " DRAK" to receive $5 off for your first #Sakuraco box through my link:team.sakura.co/Drak or your first #TokyoTreat box through my link: team.tokyotreat.com/Drak

  • @the62ndbloodwolf88

    @the62ndbloodwolf88

    Ай бұрын

    Note that we technically did have a break mechanic in Ravana Extreme during his greatsword phase

  • @kngdmhts9418

    @kngdmhts9418

    Ай бұрын

    Don’t forget Rathalos! Though in fairness, it sounds like Monster Hunter is at least partially where Drak is pulling the mechanic from.

  • @kayomarsali
    @kayomarsaliАй бұрын

    1:53 - This was a mechanic in 1.x actually, certain Weaponskills could damage specific enemy parts and break them, for example you could break a dodo's head and it would lose the ability to use it's 'Belch' attack, and Ifrit's horns were breakable to increase the Ifrit Horn drop rate. GLA could break Head, Right Limb and 'Other Right' parts. MRD same as GLA but also 'Other Outer' (think coblyn crystal shell). PGL breaks Head, Legs(Limbs Lower), Other Outer. LNC could break Left Limb and 'Other Left'. and ARC could break Head, Legs and 'Other Left.' Head was the most used monster part by far, I still have the charts SE shared on the old lodestone 12/13 years ago.

  • @Ederick1936

    @Ederick1936

    Ай бұрын

    There is an example in Stormblood as well with the first boss of Shisui. the wierd shrimp looking thing that reers up on it's hind legs and gets put on it's back as a result :)

  • @SierenGreenwalt-wp3ub
    @SierenGreenwalt-wp3ubАй бұрын

    These are great ideas. Some of these already have some similar mechanics to bridge off of. I REALLY like the idea of the Orbonne Monastery barrier idea although for the sake of making it so the devs don't have to consider specific jobs (cuz that seems to matter), make it similar to the Tank clash. 2 markers appear and the healers have to take one each and hold a barrier while the party burns something or they wipe due to DoT. Then once the mechanic is done, healers have to top the party off before a raidwide or something comes out.

  • @SkiaSymphonia
    @SkiaSymphoniaАй бұрын

    I really like the idea of a "heal check" that isn't healing the party, but instead healing a thing, like the barrier you mentioned. As well, so many encounters across Stormblood were fantastic for the fun factor. Susano-o's sword clash is a highlight. Shinryu's tail being a way to get extra damage. Midgardsormr's spins for different effects. And what's better is that these mechanics were not locked to extreme and savage. They were in the normal versions too!

  • @thebrave9971

    @thebrave9971

    Ай бұрын

    Shinryu EX also had that heal the target, somewhat, I think you had to heal a specific target to heal an add enough to kill it

  • @SkiaSymphonia

    @SkiaSymphonia

    Ай бұрын

    @@thebrave9971 you're absolutely right, I forgot about that! Another win for Stormblood era design

  • @thebrave9971

    @thebrave9971

    Ай бұрын

    Yeah, StormBlood just had some real creative boss design in general, then again, when you have a fight that actually gives a use for barrier healers (God Kefka), bosses that you fight simultaneously with various distance requirements to worry about as a tank (Omega M and F), the insane dance of Suzaku, and the chaos of Neo Exdeath, the board is quite stacked in StormBlood 's favor, Special mention to Titan savage and its insane gauntlet of craziness in Eden

  • @TerryVideoZone

    @TerryVideoZone

    19 күн бұрын

    This is a thing in WoW as well, it probably wouldn't really fit with XIV's 4 fights a tier raid design as it's own entire fight, but in WoW there are some raid encounters where you have to heal an NPC to full to win the fight, so instead of having to kill the "boss" you have to save them, and the challenge comes from having to CC and quickly prioritize dangerous trash mobs that are trying to kill the NPC and wipe the raid while the healers do their thing. If you're curious to see what one of these looks like check out Valithria Dreamwalker from Icecrown Citadel. Of course there's probably nothing stopping S-E from getting experimental and having something like this in a eureka-styled raid or maybe in criterion.

  • @thebrave9971

    @thebrave9971

    19 күн бұрын

    @@TerryVideoZone There are a couple of those in the game, like Haurchefaunt in DSR and the Dragon heads in Shinryu EX that you kill by healing who they are targeting, could be fun to see something like that again in something a little higher difficulty first.

  • @Zant5976
    @Zant5976Ай бұрын

    I like the idea of fights being based less on memorizing mechanics and optimizing gear (to outdps hard enrage) and more on individual skill in dealing with personal responsibility mechanics. Super Chess in DRS was cool even if it made me feel stupid.

  • @kyoai
    @kyoaiАй бұрын

    I really like the concept of a breaking mechanic, for I would propose to add another layer to it : Have tanks be the only classes that can break bosses armor. That gives them an important role other than just aggro. Then, I think armor break should work the following way : 1) The boss has 100 armor points. At 100 armor points, the boss receives normal damage. 2) If armor points are below 100, the boss slowly regenerates it. 3) With 99 out of 100 armor points the boss receives slightly higher damage 4) With 50 out of 100 armor points the boss receives higher damage 5) With 1 out of 100 armor points the boss receives much higher damage So for now, the tanks interest is to keep the armor value of the boss as low as possible, to keep group damage up. But there is a twist : 6) If armor gets reduced to 0, the boss gets fully "broken" and receives a LOT of damage for a very short amount of time, but once that moment ends all armor gets refilled to 100 and the tanks would have to start over with their armor breaking. So the tanks have the option of either a) keeping the bosses armor low but never let it go to 0, so it permanently receives a lot of extra damage and b) at any point the tanks can decide to fully break the boss and reduce the armor to 0, letting the DPS initiate a bust damage phase. Since the boss would fully recover all armor once this 0-armor state ends, this armor break burst phase would be best applied shortly before the boss becomes untargetable, before low-uptime phases or shortly before the boss enrages, as a last desperate effort. This way, the tanks have a great amount of control and contribution with regards to group damage. Instead of a fixed 120 sec interval, this would allow the group itself to decide when to engage in damage burst phases and when to slightly hold back, as to not reduce armor too low.

  • @Firestar1992
    @Firestar1992Ай бұрын

    These are great ideas, and I do think more responsibilities for specific roles would be fun, things besides “tank take damage, healer heal damage, DPS just kill boss faster.” Like, even with DPS, give more reason for them to be playing as a melee, phys ranged, or caster. Maybe make the boss have phases where it’s weak to a certain type of damage, and for ranged maybe make raised platforms they can stand on and perform mechanics from. Kind of like the turrets from the old Steps of Faith trial, except they just use their own weapons.

  • @SStyle5
    @SStyle5Ай бұрын

    A lot of what you suggested is in the game already like the Rathalos fight, and healers having to focus on a non party target in Hall of the Novice and Thordan Ultimate. It's really just a matter of application of the ideas. So we'll see what they do. My biggest criticism of the fights in XIV is the lack of Z Axis usage (about 3 uses: Spider boss in Void Ark, Turn 1 in Coil, & the Field Operation Raids) (+1 if you count 1.0 Nael). There's a whole dimension they could be using. Seperating the group into various Light Parties (& not necessarily T/H/D/D) would help bring huge variety. Like, why wasn't there someone in the G Warrior bot against Diamond Weapon aside from contrivance?

  • @roccotena4058

    @roccotena4058

    29 күн бұрын

    @SStyle5 There's quite a few others you're missing here. O2/O2S, Thunder God in Orbonne, A6S/A8S and their normals, the level 93 trial, Sephirot, maybe others. If you count players getting yeeted then there's also P10S and Diamond Weapon. Still, you're not wrong, though I would be surprised if they ended up doing all that much with the Z axis in the future

  • @PregnantOrc
    @PregnantOrcАй бұрын

    I like the ideas and immediately thought of a variant of Bismark where the land takes a lot more damage over the fight so healers have to pump heals (or shields) into a pair of spikes at each side of the platform with one of them being up at any time. Once it's been fully charged the OT would bring an add that slams the ground over to drive it down into the ground to heal the island. As one side it driven down the other pops out. Add to that a balance element of having to shuffle enough DPS over to the other side to maintain balance of the island due to the adds massive weight when slamming. Doesn't make the fight much more difficult but gives the OT and healers another set of objectives to deal with. Very basic but there are a lot of similar variants that could be added to new fights.

  • @Firestar1992
    @Firestar1992Ай бұрын

    Also I sincerely hope further development of jobs goes away from the rigid 2-minute routine and offers us more variety in how we play. From what I’ve heard of Viper and Pictomancer it seems like maybe they are going that way? Like for Viper you can choose left sword or right sword. Summoner kiiiiind of has some variety in which order they do ITG I guess. But yeah, less rigid structure and more room for experimentation and individuality would be fun I think.

  • @terfio
    @terfioАй бұрын

    Agree on alot. I would add this: more spatial mechanics where you have to *dynamically* interact with your teammates Lightning chains of ramuh savage or Nisi from TEA.

  • @loyalmifune7431
    @loyalmifune743126 күн бұрын

    I do kinda wish fights had more "choice". An easy example is have the fight spawn two adds who cast different abilities with enough HP that the party can't kill both, with each cast giving a different buff to the boss that way each group can choose what they would rather deal with as a mechanic. Another I'd like to see is soft enrages, which they have had in some dungeons. an example is a raidwide that does damage and applies a damage up stack, which the boss keeps casting until it starts one-shotting people until the party or boss is dead.

  • @AjaniGoldmaneFFXIV
    @AjaniGoldmaneFFXIVАй бұрын

    I really like your idea of the he tank classes. I would love that as a new version of a tank buster but it's a full mechanic

  • @linus11vf1j
    @linus11vf1jАй бұрын

    These are really awesome ideas! I feel some of the visual examples shown are a nice nod to the attempts of those concepts. SB to me has always had the most fun fights (but i am also probably biased starting the game during that xpac). I think for DPS, there could be things that emphasize their dps roles. Certain degrees of like melee perfect dodge, critical dmg LOS on target/weakpoints around armor for ranged, caster i can't think of (outside of like high explosive type armor weakening or go elemental and artes system) but more defining characteristics added to their class.

  • @MeowMita
    @MeowMitaАй бұрын

    GW2 has occasonal break bar mechanics that require CC abilities to prevent an effect from going off. Similar to an interrupt but requires more than just one person hitting interrupt. WHile it is a different beast since GW2 has a lot of CC tools are built into weapons / abilities, I do think more fights could make more use of all the tools available to the player.

  • @Porkchop44
    @Porkchop44Ай бұрын

    I personally really enjoyed off-tanking fights like E5S where as an offtank I wasn't just provoking the boss but had a mechanic that was managed by me or it would kill everyone. Stuff like that seem simple but give me something to think about other than "Is this where I voke?" Doesn't have to be something complicated either, just really anything lol. The one thing I'm concerned about regarding breaks are how they would work with ability timers, though that's more PTSD from some mythic WoW bosses that if you pushed at the wrong time into a new phase, meant abilities would overlap or be timed in far more complicated ways which was not enjoyable.

  • @XernuhtZwei
    @XernuhtZweiАй бұрын

    Maybe we could also work in distance-based instances? For example, boss starts building up a huge tidal wave raid-buster. Unmit-able knockback, massive damage that's likely to kill anyone not topped out to 100%, maybe applies a bleed, it just plain sucks. However, the boss exposes a core that people can smack to weaken the damage to a more reasonable level. But what about the knockback? Well, ranged jobs would need to target a pillar off to the side of the field to drop it behind your field and block you from falling off the back! This would also bring job choice into the mix again, since melee jobs with stronger ranged options like NIN, VPR and PLD could see use over their peers in order to speed through the mechanic in Prog. Also, having a zombie-type boss that healers would occasionally have to feed heals to in order to deal damage would be baller.

  • @TerryVideoZone

    @TerryVideoZone

    19 күн бұрын

    iirc in an interview or doc the devs had even talked about having healers be able to DPS with their heals against some bosses before but I think they dropped the idea. It's a shame because a lot of the time it feels like the game is just way too comfortable with staying in it's own little trench it's carved out. There's still some cool ideas that come about every now and then but so many of the game's raid mechanics are rehashes and reiterations of ones that were already done in older fights.

  • @TrTai
    @TrTaiАй бұрын

    I think this hits on my biggest problem even if I'd have my own approaches as an older FFXIV player and enjoyer of older titles. I think the XIV approach is admirable in a right, trying to make sure everything is approachable, well communicated and as little as possible leaving anyone out. That said, it makes it really balanced (usually) at the cost of being less interesting for a lot of things. One of the reasons going back to XI even with it's less instantly engaging systems, in turn offers a lot of different approaches so you can use what you have. There will always be something optimal and the community has for better and worse gotten VERY good at sniffing it out, but just having things that cater more to different approaches, which will have to wait until they start fleshing out job identities again in the future, would make raiding way more fun for me personally. Even the little things in ARR like bringing a MNK for the constant INT down on heavy magic bosses was cool and encouraged people to not just one trick their jobs and instead flesh out their off jobs. Having CC be impactful and different jobs and roles being better equipped for certain interactions (such as when we used BRD for Silence and object interactions since they had the most mobility, few cast times and the least direct damage as they were a pseudo-support), and just in general migrating away from the striking dummy plus dance format that seems to be the most common go-to option will make the future much more interesting, at the certain cost of some balance issues and especially growing pains trying to find something that fits a lot of the community.

  • @ArceusShaymin

    @ArceusShaymin

    Ай бұрын

    "...and encouraged people to not just one-trick their jobs and instead flesh out their off jobs." This is a great thing in theory, and unfortunately it's really, REALLY hard to get right, because there will ALWAYS be people who just don't want to play more than one job because they find them uninteresting, and the game is committed to allowing any kind of comp within the 2T/2H/4D working. It is a role-playing game, after all, and it doesn't make sense to force players to be things their characters wouldn't be for the sake of gameplay. Cross-class abilities, for example, were also a way they attempted to encourage players to play more than one job - but all it ever really did was make people groan when they had to level a job they didn't want to play and had no interest in just to make to not grief their group. Some classes had x-class skills that were really just QoL, but - for the sake of example - you wanted Provoke, didn't you? Sucks that you don't like ANYTHING about Marauder, because now you need to level it to 22 to get it on PLD. Instead of *encouraging* it, it effectively forced it by not giving every class the tools it needs to succeed out the gate. This was also true for Crafters and Gatherers, too, as X-class wasn't limited to combat. I'm glad they've stated they plan to start work on making fights more complex and experimental, and THEN moving on to do so with jobs. I want to be encouraged to try other jobs because they look fun, not because a fight I wanna beat would be infinitely easier as that job, and I think designing jobs around content is probably a much more reasonable aspect than pushing experimental jobs out and trying to make fights that won't crack under the pressure of all the new levers of complexity being created.

  • @darkmindaustin
    @darkmindaustinАй бұрын

    Breaking stuff sounds like just phasing without the phasing. Like WoW's targeting arms so you can then target the head, and that the arms are tied to other attacks, and the body has separate attacks. Or the first boss in Antorus, where you had to kill the guns one at a time, during phase transition, or you just get blasted into oblivion. I could see THAT working as a game mechanic in 14, but MonHun stuff wouldn't work well, without it being VERY encounter heavy, and honestly, I wouldn't find it very fun at all, look at how maligned Rathalos is, and was moreso when released. And I think you have a bit of a point with the heal check, but make it a whole encounter. Like dragon chick in ICC, or better yet, since 14 loves DPS checks, make it Tsulong from Terrace of Endless Spring, where you can either "kill" him when he is in angry dragon phase, or heal him when he is in "I am sorry, plz help me daddy," phase. The DPS phase has obvious mechanics, but the primary focus is getting his health low, or "killing him," but he can transition when his health is low, and he gets attacked. If he "dies" in friendly phase, the fight is a loss. You also CAN technically win if you heal him to full, from near death, but that is a rarity, as the main point of the heal check is making sure he doesn't die, but balancing the fact you have to keep him low enough to kill him next phase shift. I think as experimental, the one in ICC, where you goal is to keep dragon alive, while killing the big bad guys who are keeping her imprisoned, would work better as a first time. It has obvious goal (save the target,) while giving the other roles their own jobs in it that isn't just dodge mechanic or let mechanic resolve.

  • @MappyTheSquire
    @MappyTheSquire2 күн бұрын

    Granblue Fantasy referred to. S tier video. Cracked looking dark team, btw.

  • @Ederick1936
    @Ederick1936Ай бұрын

    @7:30 one of the things i really wish FFXIV would embrace more in fight design is "soft enrages". you see this a lot of WoW (which say what you will, WoW has some of the best examples of non-scripted raid design in any MMO). a soft enrage differes from a hard in that it is typically a cumulative and persistent effect that simply becomes impossible to handle after a time. the final boss in brayflox longstop before the rework was a really good example of this. as the fight progressed he would drop puddles of bad on the ground that didn'g go away, eventually there wouldn't be anywhere to stand and you would wipe. Vulnerability debuff stacks are actually a common example of something that is close to a soft enrage. as you fail a lot of higher end mechanics you get a vulnerability debuff that makes subsequent failures do more damage, eventually any mechanic will simply 1 shot you, but that is on a personal raider level and not a raid wide level (unless it's a raid wide mechanic that places a vulnerability debuff on everyone). we could extrapolate this out and use it to different effects such as a stacking "healing down" debuff or a stacking "mana cost up" debuff on healers, etc. I would also love to see more interaction design that comes from the boss arena. this is another thing i recall us seeing a lot mroe of in ARR. a big square and or circle gets really boring after enough of them, while things like fighting rhalgar on a stone effigy of his hand add visual flair and we should want more of that. give us platforms and strange beams we need to cycle through and puddles of bad stuff we need to bring adds to and kill in and stuff like that. i know a lot of examples of it exist, but the mainline content pipeline has very few examples of it. most times it's jsut a big ass square or circle arena and a god off to one side you punch while avoiding the bad stuff on the floor.

  • @carlatterbery2748
    @carlatterbery2748Ай бұрын

    Would be nice if similar to the break mechanics you're mentioning to get an exhaust one as well. Kind of a cooling down period after the enrages similar to monster hunter or even towards the end of a boss fight like Thordan. I just enjoy that part of his fight where he may as well be stunned but can still do damage if you stand in the wrong spot. I do like the barrier idea versus a lot of the current just heal through the raid wide damage we have now.

  • @Sllandre
    @SllandreАй бұрын

    I think having a fight where raidwides are determined Halatali-style (adds moving to the boss), but make the adds on the level of Aqueous adds from E8S. Including the ability to crowd control them. Killing all of them would be less feasible, especially early on, due to it taking damage off the boss, and you don't want to delay the explosion too long if you're letting it through because another add might spawn, but.... It would be neat. Maybe you'll want to kill one while a high-damage mechanic is going on, then in a little bit of less-damaging time while the healers don't have other things to worry about, you can let a few through to focus on the boss.

  • @Sllandre

    @Sllandre

    Ай бұрын

    I think a boss like that could be pretty cool, is what I'm trying to say.

  • @roccotena4058

    @roccotena4058

    29 күн бұрын

    ​@@Sllandre Oh damn, they did this pretty effectively in A6S and A8S. I would be absolutely delighted to see it make a comeback.

  • @Lordwhizzkid
    @LordwhizzkidАй бұрын

    At the very least, I definitely want to see more % HP moves. In Shadowbringers/Stormblood it only tended to be one % that caused a phase change like Titania's ad phase. Very similar to your break idea, I'd love to see a fight where you start out simple, but at a certain % it adds a new mechanic, then it adds another at a new %, and another later on. Eventually in the last 25% it's throwing out mechanics at blinding speed and makes the final few moments pure chaos, but it's things that have slowly been built up along the fight and YOU were the ones to send this on yourself. It'd also make phase shifting strats even more fun, where you may actually want to slow down DPS so you can burst particular mechanics to avoid them, or even have a piece of critical information revealed early in the fight that you need to slow down and see to know how to dodge at the most manic of times. The best thing about this is that it's EASY to implement, because this stuff is already built into the game's design and code.

  • @RakdosSororitas
    @RakdosSororitasАй бұрын

    As a Healer Main, I just want something TO DO-- If you want Healers to be part of the DPS check, then give us a DPS rotation--- it can be as simple as a Tank 1-2-3, or give us real heal checks again. I think P10S Harrowing Hell was a good start but it required TOO many mitigations to really feel like 'The Healer's Job', ya know? As of right now, I feel like most fights COULD be solo-healed and the only reason they AREN'T is because of 'Healer Stacks'. They target the Healer and if there isn't 2, the mechanic gets wonky. That legit feels terrible that my jobs only exist to 'make sure a mechanic that isn't even complicated, functions.' I think Bosses could def use a 'Rage Mode' where both Tanks get absolutely shin-kicked and the Healers need to baby-sit - or do more Role/Buddy situations in which the Healers would need to do what Tanks did in P10S with soaking the turrets with 2 people. I feel like all the terrible fights of this expansion, P3S, P7S, P10S, all did something UNIQUE but the execution of it made the fights unfun-- but the Healer Towers from P3S was awesome to heal to much and make gigantic shields, P7S's Dancing around a changing arena, and P10S's gamble with more buddy and weird mechanics like webs and Tank yeeting. We need MORE of it, but not done so poorly with infinite body checks and slow backloading that makes fights miserable instead of memorable. Shifting arenas is great fun, more buddy mechanics would be great, long term buddy mechanics in fact, more Tank damage so Healers feel like 80% of their buttons have a fucking purpose (Looking at you Scholar) - Give Healers more unique mechanics like P3S, something to maintain so we CAN Shield/Heal an absurd attack coming. Just give the Supports something to do if Damage matters so much in these DPS checks. Right now it feels like the Supports only exist so DPS can do all the fun. We feel like parents just staring at the kids on the jungle gym while we drink our 40th cup of coffee wondering if Timmy is gonna mess up Pandemoniac Bonds 3 again. There is no mechanical reason to heal. Either you do the mechanic right and take barely any damage, OR you mess it up and you die instantly. What is there to heal when it's only body checks?????

  • @toomanyinterests2271
    @toomanyinterests2271Ай бұрын

    Great ideas, a controversial suggestion Shift: changes a mechanic or influences the field, a basic one would be a single tankbuster could become a multi hit or hit multiple targets. Field wise something a long the lines of a healer shield and heal buff or maybe tanks get better mit or even dps gain a short boost. The most important part however is that it isn't choreographed but happens freely. however to prevent problems when an encounter starts a certain number of "cards" are shown indicating the number of times it will occur. It should also though to a lesser degree appear in all current max lvl content to help ease players into the mechanic.

  • @Paladinleeds
    @PaladinleedsАй бұрын

    So something I'd love to see for healers is a move similar to that BLU one that removes a beneficial effect from an enemy. So you could say give a boss 100 stacks of this buff that has to be cleansed one at a time, and the amount of stacks the boss has after the cast is finished determines how hard you go. You could have raidwide damage going as they're casting as well, so then you have to decide do you keep the party as low as possible for maximum stacks, or do you heal more through that and brace for a bigger spike afterwards? If you're double regen healers, you'd probably want to get as many stacks off as possible, but if you have a barrier healer, maybe you can focus on keeping the party alive and just have a big spicy shield for them to absorb the worst of the final attack. Basically, that similar risk/reward type mechanic. Especially if you combined it with certain levels of damage being able to take away stacks as well, and certain tank abilities being able to do it as well. That also then creates another way for the full party to each have parts involved in that mechanic. Obviously not all fights working this way, we need different things for different fights to avoid staleness.

  • @dinolamb8400
    @dinolamb8400Ай бұрын

    I think part breaking/ topple is a good idea. I would have is that the party get 3-5 break/topple in a fight. each time you do break/topple it cancel the boss mechanic it doing altogether but each mechanic is much harder to deal with. This will I feel like would add choices to fights while keeping the structure design.

  • @caiobarbosa5705
    @caiobarbosa5705Ай бұрын

    As a Tank player who mostly sticks to MSQ n EXs, I really miss the power fantasy of clashing with the boss like in the susanoo fight, we could have had more of that

  • @TheKarishi
    @TheKarishiАй бұрын

    One option that works well with the existing mechanics would be a Barrier Gauge, where healing/shielding potency cast within a floor effect the boss battle has placed down will charge the gauge, without needing to target a "barrier" creature like...I want to say it's in the WHM quest line? This does produce designated spots to stand, and could make for an interesting (or frustrating, ymmv) challenge as the healers try to get enough power into the barrier while dodging mechanics normally. As a healer I'd rather have somewhere to stand than have to target a non-character token throughout the fight. Also, if barriers are treated as NPCs and the task is to max them out then Bene is OP, historically. But if it's judged on actual healing you could get a nice bump via the Super-Bene combo for the GNB's full hp bar, but not more than that. That seems like a cool bit of tech for advanced players to use, but not so OP it becomes the Only Strat (for one thing, you might need Super or Bene for other mechanics in the fight!).

  • @kngdmhts9418
    @kngdmhts9418Ай бұрын

    0:50 “… enjoyment should come from participating in the challenge, not just overcoming it.” I do agree with you… so forgive me for getting philosophical, but where is the challenge in FF14’s fights? (Not in the “how difficult is it”, but in the “where does the difficulty come from”?) I’d argue its not in executing on a set strategy, but in going into a fight blind, solving the puzzle, and figuring out what the strategy is… and that’s not a fight design issue, that’s a community issue of people wanting to just “overcome the challenge” and clear the fight at any cost.

  • @FallenWhiteSaber
    @FallenWhiteSaberАй бұрын

    On the one hand, implementing Omens into FF14's combat system would work quite nicely, and something I've always wanted. [Omen is the endgame Granblue Break System, it's similar to the Role Conditional ideas posited]. On the other, *looks at Six Dragons and Lucilius Ultimate* ...maybe a more focus on more complex, but less punishing is preferable XD

  • @iaintaylor7390
    @iaintaylor7390Ай бұрын

    I like these ideas. You’ve mentioned some of the potential flaws, but I could at the very least see the devs testing the water with perhaps something like V&C dungeons or other “side” content (including challenging modes) to test the waters

  • @metaboi488
    @metaboi488Ай бұрын

    Really nice ideas. (Targetable boss parts wasn't something that came to my mind.) But instead of being Overdrive and Break I think simply having HP% mechanics would be better. In the final EX trial in EW, we move into second phase with a HP percentage and the mechanics loop till enrage. The amount of time it loops changes based on how fast we pushed it to phase change. I think this shows it is possible change the Boss's attack pattern mid fight while fighting it. Instead of having a overdrive, break and normal mode. Why not just have overdrive mechanics based on HP. If the boss's hp is below a certain percentage boss will try to do it's overdrive mechanic in the next available spot. Then they can change the boss's attack pattern to another one or keep using the same one. To make an example, imagine P10S with this system. Let's say Harrowing Hell happens at 45%. Pandemonium does the tank towers as you make it past 44%. Pandemonium then does the bring tanks closer mechanic (so that everyone is in middle when HH happens) then immediately prepares HH. Then you do the HH which transitions into Pandemonium's second phase. Iirc BnS worked like this. Where bosses had hp percentage big mechanics with normal simpler mechanics. The more damage you deal faster you will have to work around that hp mechanics. Overall I think this will make healers happy as more damage the team does more they'll need to heal. But the system can be cheated once the mechanic timelines and hp%'es have been documented. IF the normal mechanic takes too long players might hold their dps till the start of that mechanic to delay the overdrive mechanic as much as they can. About the targetable parts, As you've shown isn't this just Susano-o and Memoria Misera? I think those sort of mechanics work when not overused. Maybe something like the add phase from Rubicante can work? Where you have multiple parts which has their own mechanics separate from the boss.(Tethered TB, baits, AoE etc) And after a certain time passes you'll get enough time to defeat one part which stops that mechanic from happening but makes the boss's main mechanics harder. This could be fun trade off where you might want to keep certain mechanics in order to keep Boss's mechanics easier while dealing those mechanics (Like keeping one tethered TB that OT continuously handles) Another idea I had was implementing a mechanic weakening system where the jobs can use their role actions (stun, heavy, sleep etc) to weaken a mechanic. Certain mechanics could be near kill if not weakened and weakening it might require multiple instances of same CC. This could also make some jobs or comps more preferable in certain fights (Paladins could be useful when Stun is asked or 2 phys ranged might be useful when boss asks for heavy in quick succession). As you've said variety is the spice of life and I think some bosses should stay like the current design while others have different stuff to interact with them. In this way we will be surprised no matter what gets chosen.

  • @ArceusShaymin

    @ArceusShaymin

    Ай бұрын

    Shinryu also has targetable parts - when the tail slaps down and the heart are exposed, swapping to them and breaking them will cause chunks of HP to come off the boss, and killing the wings while they charge their enrages also do the same thing (while also delaying enrage lol)

  • @ernesielta
    @ernesieltaАй бұрын

    Here is an idea the example is from Destiny 2's latest raid salvations edge have the raid wipe being a persistent mechanic.

  • @Syrra13
    @Syrra13Ай бұрын

    Nice timing haha

  • @callbackspanner
    @callbackspannerАй бұрын

    I like the idea of them re-evaluating "abandoned" mechanics. I think things like Shinryu heads could be tweaked to add the more direct healer interaction they've been needing. And "juggling" mechanics like rot/nisi could be focused on an NPC object that needs to be soaked every so often to avoid the janky player interactions with passing touch debuffs.

  • @Ketchupkamisama
    @KetchupkamisamaАй бұрын

    As a tank main, I really don’t like how we don’t have a lot of mechanics that take advantage of all aspects of our role. The main one missing being positioning. I’ve always imagined something like the off tank takes an add, and has to kite and then line up to say get knocked back into a boulder, say to cover something up or push it into a zone as an example. As much as people didn’t like E7, I honestly liked having to kite things around and wish they did more mechanics that weren’t just “hit your button” or “do a swap”. In general I wish there were more role dependent mechanics instead of just “closest 4 furthest 4” or “4 support and 4 dps” mechanics

  • @clumsyturtle8544
    @clumsyturtle8544Ай бұрын

    I like how the tank idea is, just do more stuff like Susano please.

  • @MilkBell
    @MilkBellАй бұрын

    Drak why would you remind me of GW in GBF when I'm TRYING to slack off. :c Especially as a dark main.

  • @davidkahn2433
    @davidkahn2433Ай бұрын

    I'd like to see more skills like dance partner for other classes maybe a mitigation for tanks or extra healed target for healers

  • @madmulk9
    @madmulk9Ай бұрын

    I was not ready for the GBF gameplay. That being said, I got to the roles bit and regarding tanks, I just would really like it if the offtank were more than "tank #2". Also, I do think that there should be mechanics that DPS should interact with. I do agree that DPS hit buttons good ut it would be nice to have a DPS specific thing to deal with.

  • @badtiming2208
    @badtiming2208Ай бұрын

    2 bosses that need to be tanked separately and away, maybe with their own unique tank mechs. More bosses that do dual auto-attacks on top 2 aggro list.

  • @SuperIchi
    @SuperIchiАй бұрын

    :O Do you play the actual mobile Granblue Fantasy?

  • @Shyndryth
    @ShyndrythАй бұрын

    I feel like E8S and P8S had a break style mechanic, on E8S if you did adds without error you got a damage buff, same is true on p8s you got the damage buff if you successfully formed all the firebirbs, yes it did not "break" the boss and cause it to stutter for a bit but the player is rewarded with a damage buff for doing something correct, I personally prefer how it was done on E8S as you could still clear the fight without it but it was rewarding to see the bigger numbers if you did it right and would like more of this on more fights.

  • @MyVanir

    @MyVanir

    Ай бұрын

    The thing is, the p8s thing was not a reward for doing something extra good, it was the only possible outcome, since you wiped if you didn't. They could've not given the buff and just adjusted HP amounts to account for that and the fight would've been the same.

  • @Shyndryth

    @Shyndryth

    Ай бұрын

    @@MyVanir no you could get past p8s firebird merge doing a funky rez style thing (basically you needed a healer to die and accept the rez right at the cutscene), its actually how players first found out there was more to the fight, but yeah it was the expected result 9 out of 10 times which is why I liked how E8S did it as it was more optional and more of a discovery thing. I did both fights in content and can can confirm the dps buff was more needed on p8s then e8s.

  • @WolfmanXD
    @WolfmanXDАй бұрын

    As much as I despise wow, I would love to see some raid mechanics from wow make their way into ffxiv. Particularly, I want to see a heal the "boss" kind of encounter. Where the "boss" is a friendly npc who is mortally wounded, and it's up to the party to fully heal them, while also dealing with enemies who are coming to try and kill them. This would make healing actually fun and challenging for once.

  • @Delmi217
    @Delmi217Ай бұрын

    I don't think you can use Granblue Fantasy as an example of a break state, especially in modern GBF raids where it doesn't matter, or you go past an HP checkpoint where it resets out of it's break state anyways; if you want an example where the break state is actively being used, Honkai Star Rail is all about that Break State now. It's hard to integrate a method to down the boss with the current 2 minute meta, as of right now, if you could break a boss at a certain point, then you would just want it to be during 2 minute buffs. Most bosses feel like they just have a downtime period during 2 minutes right now anyways. Content is designed in a way to be done in Duty-Finder. Not intending to be mean, but I don't think you said anything meaningful about healers in your segment about healers. Shield healers are already shielding in savage prog/current ultimates. You can't really design more content to necessitate one either, since your limited to one healer in Light party content, or your forcing one of the healers to be a shield healer in 8-man content. Personally the most fun part of playing a healer is having to improvise your healing during initial prog, while also dealing with having to salvage a prog run in anyway you can. It gets really boring when you figured the healing out, get BiS, and coast by on just oGCD healing during reclears. DPS press button fun

  • @BoltDragon
    @BoltDragonАй бұрын

    I can already see how pissy the vocal part of the community would be if things were more “RNG” and not a pattern of sorts. This is honestly a case of “You want your cake and to eat it too.” As a tank the only thing I honestly want is that puckering moment of barely surviving a buster even with high mit. Or give me a shock factor in a boss saying “Fuck your invuln” and dealing a good amount of damage instead, but nulling the invuln. And the “Fuck your invuln” can happen on any buster or whatever. Yeah this makes all but PLD basically feel in danger, but this also gives healers something to look out for so the tank doesn’t die to an auto.

  • @zapper454
    @zapper454Ай бұрын

    A break system like granblue has is something that needs the entire combat system to be designed around. Breaking parts would just be soft dps checks like in titan hard. These ideas just dont translate well to ff14

  • @TerryVideoZone

    @TerryVideoZone

    19 күн бұрын

    Yeah, big overarching mechanical changes and additions are furthermore difficult to add for a game that's been going for this long, because it has the potential of completely breaking old encounters. It's gotta be baked into the game from the ground up or it'll break the balancing or otherwise feel inconsequential. Like I would love if XIV had personal limit breaks and/or ways for jobs to play off of each other more, similar to skillchains and magic bursts (can you tell I'm an XI fan), but it's just not something that I think would ever be reasonable to add to the game.

  • @ZeroEnfield
    @ZeroEnfieldАй бұрын

    Not something about FFXIV but I would buy a Tokyo Treat box if they ship it to Malaysia.

  • @Manawolf25
    @Manawolf25Ай бұрын

    It's not like they haven't made mechanics before for healers to do. You have thunder god, shinryu, math bot, and some of the stuff they did in the alexander raids. Give a heal check a bit more often, maybe place doom onto a random party member outside of failing a mechanic, give an ad that you need to heal up. All of these have been done in the game, and they give some good uses for the tools they give to us. They give so many tools to heal, but they really don't capitalize on it, especially when you have 2 healers. This just being in normal content too. I don't really spend a lot of time looking at high end content outside of your videos cause I find nest entertaining with what they say within the content. The commentsry between the members of nest is probably my favorite part about the videos you put out. I feel like they could do some more stuff similar to what they did in stormblood and heavensward. Where you can either interact within the arena or something that forces the players off the boss to focus on a mechanic. Another idea for a tank buster mitigation that comes from thunder god, maybe put a stackable debuff you can esuna. I feel like they could do some real interesting things if they looked between the raids and trials from heavensward through shadowbringers and twist it to have it not be redundant. Endwalker just felt like they played it really safe, so the fight design wasn't as engaging as previous expansions were. Some of the fights I liked in endwalker were p10-12, barbaiccia, and rubicante. I also enjoyed the alliance raids too. I just wish that they would change the coin system to something that's not so grindy. Maybe just make it so we only have to get the most revent coin and not every single coon. These raids take a good while to do, and wanting the players to gather 30 or so coins is kinda unreasonable now. I do think they could do some stuff where they could have the off tank stack with one of the dps/healers and use their low cd defensive on that player to act out as if they were defending them. I just hope to have some fun raids and trials.

  • @Hyriri
    @HyririАй бұрын

    > GBF Grind PTSD intensifies

  • @octovae9061
    @octovae9061Ай бұрын

    Granblue mention!

  • @roccotena4058
    @roccotena405829 күн бұрын

    While these ideas are interesting, I think it's vital to recognize the way that the dev team's decision to simply remove mechanics that people complain about has contributed to the increasing staleness of the game. To that end, it's very important (even more so than looking for new mechanics, I would say) to revisit old mechanics, both boss and player, and consider how they can be improved to handle player feedback without simply removing them from the game. Some examples follow: -Higher damage output, with a nod to recent healer complaints that they no longer have anything to do. -Secondary bosses, to give the off tank something to do. -Non-uniform mechanics, where some party members have to do a thing but others don't. -1hp mechanics, maybe even some God Kefka style "lawl you can't even heal it" style mechanics. -On that note, unique punishments such as "if you're not at full hp by the end of this cast then the length of the debuff it gives you is tripled", or Nabriales-esque "all your buffs and debuffs are multiplied in length during this section". -More interesting adds, piggybacking off of the success of Criterion dungeons. -Smaller hitboxes and less rigid boss positions. Aside from how little sense it makes for a boss who's literally just some guy to have a hitbox the size of the arena, this rigidity simplifies the fight to an unacceptabke degree and also mean that the tank has much less to do. And finally, -for the love of god, stop enforcing the two-minute burst window via enemy mechanics. Burst times should be organic and being off cooldown should be player choice. Neither of these things should be mandated.

  • @kyoai
    @kyoaiАй бұрын

    I think most savage fights should move away from hard enrages to slowly increasing difficulty of their last phases. E2S for example or E11S : Imagine if, instead of doing a hard enrage, they instead continue doing their last phase (Cycle of Retribution / Cycle of Faith, etc) with increasing speed and intervals, putting more and more pressure on the players without outright killing them because of an arbitrary timer. If you manage to stay alive with these last phases constantly speeding up while chipping the boss down, I think you still deserve the kill despite not meeting some arbitrary enrage timer limit.

  • @XernuhtZwei

    @XernuhtZwei

    Ай бұрын

    I like this as well. It would also be a Healer flex point where the best Healer players could end up possibly buying the raid another cycle in a clutch. Maybe throw in some damage buffs on the boss to counter any mega-stall-strats that crop up. It also triggers that "Oh, the boss is LITERALLY getting angry with us" mindset more than any "I could have wiped you at any point with this, but never used it because reasons" nuke does.

  • @happyhealsgaming7614
    @happyhealsgaming761424 күн бұрын

    To make FFXIV gameplay interesting or, something more engaging than before, I feel like there's atleast 3 things that has to be involved even if it's in a MMORPG. Boss Involvement, Mechanic design and Job Engagement. Also this became big and I apologize. xD Overall with FFXIV boss, Endwalker tried to change things up by having everyone be more engaged in the mechanics while taking away a bit more job-engagement compared to HW/SB and somewhat of SHB content, but in return they did a bunch of things that REALLY made raiding very bare-bone for everyone. Boss Involvement: End-Game fight design have to involve more than just Players "doing" mechanic, avoiding, spreading and stacking as needed. The first one, is we need WAY more Tank-and-Boss relationship, where the tanks have more freedom to MOVE the boss as needed before mechanics. Whether it's moving the boss to certain position for up-coming mechanics, or re-positioning the boss back to the middle or such, they lost ALOT of that when bosses will teleport back to the middle before big mechanics. Along with that, including mechanics that is designed for 2 Tanks is a must, outside of just Tank-Busters. 2 Bosses at once, Adds, More Tank-Busters overall, those kind of things. For healers, if Square wanted them to feel more like "Healers", then there needs to be more constant damage going out for healers to actually "heal". Last tier of EW did a decent job, but we need more damage coming out to "encourage" healers to GCD heal as much as possible. While I'm also all for giving Healers a bit more engagement in DPS, we definitely wanted to avoid the Healer-Cleric-Stance-Or-Not stance from HW. IF they want healers to feel like healers, then for the love of god just add more constant damage going out here and there, it doesn't even have to be raid damage either, constantly keeping tanks up because Autos hurting, or random damage going out to DPS, give this to them. If simply adding more and more damage will cause more stress than anything, then they have to re-design healers more, either give them more DPS rotation similar to casters, or turn them into more supportive jobs with defensive/offensive buffing abilities for parties and some heals. DPS another time for now. Mechanic: They have to start mixing in more RNG-based Mechanic design here and there now, where mechanics aren't always design with "Tank/Healer will get one set of mechanics, DPS get another". I personally don't mind the rhythmical-pacing and design of Mechanics in FFXIV at all, but having more randomized moments in fights would be a nice change of pace, or an annoying one, we'll see. But the biggest one we need more, is we need overall fight-design to involve the environment WAY more. Pandaemonium 10 Savage did a more decent job with this with having us create bridges/walls for specific mechanics. Even Omega Raid 5 and 6 (Doom Train and Painting) was immensely fun in it's own unique way and I LOVED it. Making arena's being more than just "This is the area you can fight in", and have more gimmick would simply be more engaging. Have different platforms spawn so groups have to split up with different people, going into seperate rooms to do small mecahnics and such. Job Engagement: We all agree that 1 and 2 minute burst window is not fun. I know this came about when players complained to Square that some jobs cannot line up with certain Raid Buffs (As a DRG, none of my best buffs EVER, lined up with Trick Attack which back then was the best raid buff), and then they OVER-did it by making every job have a 1 and 2 minute. At this point, I feel completely giving up on having everyones raid-buff line up more often, and taking it back to the original 6 minutes would be immensely better overall (Back in SB, buffs had either a 60, 90, 120 or 180 second CD, meaning every 6 minutes they'll definitely all line up...As long as people didn't drift xD), and give jobs more of their own unique mini bursts once again. Give one job constant small burst every 1 minute while another job has it every 2. Or give a job have a stronger burst but it's only every 3 minutes, or some jobs having very different burst at random timing. I want to feel job individuality once again more than anything over what we currently have. I want players to focus on their OWN rotation and damage, and treat raid buffs/utility as "extra" rather than "mandatory". Making jobs different from each other, in rotation length, oGCD count, burst window timers and so forth will bring alot of fresh-air back again in playing different jobs again. I could go into more but, at this point it'll become a novel. xD

  • @lightknightgames
    @lightknightgamesАй бұрын

    Balance is for the purpose of increasing fun. So if your balancing is not fun, then you have failed. I really dislike that people separate the two subjects. Just had to get that pet peeve out of the way :)

  • @OM3GA-Z3RO
    @OM3GA-Z3RO22 күн бұрын

    Granblue Fantasy Relink comes to mind in what XIV should do but I just got name called and downvoted so much in XIV subreddit.

  • @dndigitalvt
    @dndigitalvtАй бұрын

    Healer suggestions might actually cause the healers that whine they don't have enough to do to stop whining. It's tiring hearing the whiners complain about how 'healers aren't relevant' for newer content unless it's endgame and frustrating (being a heal main myself) who uses their entire kit in every aspect of the game and am thankful that tanks and DPS have mitigation techniques available so I can do more than just *heal*.

  • @shdwhate1
    @shdwhate1Ай бұрын

    I really dislike hard enrages, as well as how scripted fights break down to. Hard Enrages make things feel too much like one big dps check, that forces meta gameplay styles, is a touch boring for me. I like unpredictability, being forced to think and move on your feet is engaging to me. The idea of dps being able to interrupt attacks should definitely be a thing, and a way to counter ultimate attacks that auto wipe. Just, anything to that shakes up the fight, so you cant literally memorize it

  • @HaratakiXI

    @HaratakiXI

    Ай бұрын

    What you are asking is for them to fundamentaly change the endgame. The fights has always been scripted and a lot of people like that they can learn the them.

  • @shdwhate1

    @shdwhate1

    Ай бұрын

    Im not asking them to change. Im simply stating that i just, at a core, dislike how its set up. I know it wont, or cant be changed, and that the player base could never adapt to it. Just simply stating my opinion on it

  • @theazuredemon4854
    @theazuredemon4854Ай бұрын

    First, I want leveling design, and by extension, Level Sync design to NOT suck, because not having over half of your buttons before level 50 SUCKS!!! I want to move away from ARR Paladin design where you have the most boring GCD rotation until you reach a certain level and that's IF the job is even ALLOWED to have fun in the first place. Second, I'm crazy enough to want 15-30 second meta for ALL cooldowns, because the frequent your cooldowns are, the more likely you are to be engaged with the game. Third, more GCDs for my GCD rotation WOULD be nice too have and I want to bring back old Enmity combos because we generate SO much enmity WITH Tank stance that I feel like enmity generation on tanks NEEDS to be nerfed. Fourth, I would LOVE to see the devs bring back breakable parts for not just higher end content, but for casual content as well. Fifth, It takes WAY TOO LONG to get to the VERY FIRST DUNGEON of ANY expansion, and I need an appetizer dungeon to satiate that hunger.

  • @DarknessRifter
    @DarknessRifterАй бұрын

    A completely random thought that came to mind was to have battles that do an almost random roulette for the class roles. Suddenly the healer is now generating more hate but big buff in defence, the tanks are dealing and taking more damage, and the dps either trigger healing effects with their rotation or gain healing actions. I guess kind of like how Blue Mages can attune to class roles, but mix it up each time. Just Chaos XD

  • @Bydnelg
    @BydnelgАй бұрын

    Yes more diversity in arena's and fights.

  • @RockR277
    @RockR277Ай бұрын

    Yeah more off tank shit! Please I beg of you (cbu3)! I like the healer clash idea. Doesn't have to be a shield healer thing, could just be a role action. I think the real takeaway is that they could be more experimental. Everything said here could get stale if overused.

  • @1200loi
    @1200loiАй бұрын

    Doesnt uwu have a lot if what you ask