They gave up on grand company content. It was cool in theory, but they chose it wasn’t worth the effort. That’s the same reason we don’t have world primals. It was too hard to implement something worthwhile while fixing all the 1.0 spaghetti.
There is no communication or standard format on the code. Somebody else made squadrons so it was easier to make a new system from scratch, than to try "solving" a code written by somebody else. Code is like a language and everyone naturally writes in a very different vocabulary and ruleset. Poor management is still very much a thing in the project, they are just a bit less incompetent than the 1.0 team.
@@elixxonFor a AAA studio and a game that makes so much money (practically keeping SE afloat at this point) they have some of the most incompetent / seemingly inexperienced dev’s on this title. I originally thought it was always because they were working upon a jenky framework / foundation (ie original FF14 code) but have proven time and time again they simply don’t have a lot of good talent in that department. The fact that it takes them months to consistently release subpar content and QOL fixes that should have been done years ago speak volumes to their pedigree or lack-thereof. (This coming from a fan / someone that plays almost daily)
They should probably rework Sastasha boses aswell, to be more than just damage sponges. Even with npc, last boss is just "burn him down", they dont even try stop ads from spawning. Its first dungeon so i wouldnt go that crazy on mechanics, but there should be some sense of danger.
I am surprised that was one of the few ARR Dungeons with no major reworks, you'd think they would want to at least increase their HP so you see more mechanics
For doing sastasha as a ninja unsynced for wondrous tails and zooming through I just hope that if they rework it they should make the paths easier to navigate.
Time flies! I still remember that going in Halatali for the first time in ARR with my friends and beat our head on the wall because it's so hard to understand what to do. And that's when we search for a dungeon guide and yours are one of the few dungeon guide maker out there. Now we learned what to do and having our fun. So thank you.
It aggravates me to consider you have at least a bit of a point lol As a young player who queued for it for hours throughout several days back in early 5.0, thinking it was just like any other content until I happened to be told otherwise, I have to admit that those raids being locked out of the game in such a fashion is a pity. The lore alone is worth it. I feel that, in a sense, they're hoping people just unsynch it and call it a day. I did it with a bunch of different people for different turns, and some of them were rather emotional for content that I was so emphatically cheesing. The Phoenix turn left me speechless, I remember it to this day. And it was just me and a "random" lvl80 who had also never done it and was happy to help. I don't even know what to suggest. Maybe a Coils daily? But that would totally force boss reworks anyhow, since they cannot be done by casual players. The devs probably get a headache anytime someone brings Coils up lol
I like all changes except for the final boss the fact you HAVE to do the fire phases now makes it like opposite of old version boss two when go invulnerable, preferred when just kill fire sprites instead engaging the fire orbs & then go back deeps the boss.
1. Now if they could just make Sastasha less of a slog that would be great! 2. The early job gameplay also DESPERATELY needs a rework. Some of the newer jobs especially SUCK at lower levels and older ones feel like they don't get genuinely *fun* until you hit Lvl 60
It actually baffles me how bad some of the newer jobs are at lower levels, tbh, given how some of the _other_ newer jobs and reworks are at low levels. Summoner gets the entire "core" rotation, include the cooldown phase and 3 gems with their Gemshine charges, by level 26. Dancers have Standard Step (though not Dance Partner), their Feathers system, and their 4-piece single target combo by level 40, and get the same 4-part for their AoE between 15 and 45. Monk has their 1-2-3 by level 6 (while Ninja and Dragoon don't get their 3 until _26,_ for Reasons™), has their Meditation system at 15, and gets 2 of their 3 alternative form actions at 18 and 30 (the last one, Dragon Kick, at 50). Meanwhile, Reaper doesn't get their 3 until _30,_ doesn't have a gauge _at all_ until 50, and Blood Stalk isn't more than just a random oGCD you occasionally get to use until 70. Viper literally has only their two base single-target combo buttons until 25 when they get one of their two AoE buttons, and their single target combos buttons don't have the 3rd hit of the combo until 30. They don't get the first of their oGCDs until 55, and don't get the Vicewinder combo until 65 (and 70 for the AoE version). And that's just some of the new and reworked jobs. Most of the older jobs that haven't been reworked are actually just straight hot garbage at anything less than ~60-70 (looking at you, Black Mage, who doesn't even get their _primary filler spell,_ Fire IV, until level 60). There are only a handful of jobs I'm willing to queue into Leveling Roulette on because of this, and only a couple more I'm willing to queue into roulettes that can have 50 content on them (ex. Alliance Raid), just because of how hilariously bad so many jobs are at that level.
@@KaedysKor The evolving rotation for BLM was one of the aspects that made the job "difficult to learn." for a lot of the newer players. I was a BLM for a long time, and I used alternative hotbars for content pre-Fire IV that I had set to a macro to toggle with a button press.
Duty Support is basically to run a one-time dungeon with NPCs, either for story reasons or to skip queues (or if you want to practice dungeons solo). Squadron Command basically repurpose the dungeons as another way to train your hired squadron members, so it's more in service of the squadrons than as a way to finish the dungeon. The Trusts basically replaced squadron missions with a set of story NPCs you can level up over time instead - so again, these are more about the long-term of leveling all your companions rather than the one-time "I want to run this dungeon without matchmaking with other players" of Duty Support.
soo First Boss got a new Cone AoE attack & Tankbuster... 2nd Boss has a oneshot water AoE & Tankbuster marker.... Last Boss fire shield mechanic is a longer add phase... gotta kill the small fire orbs instead of the 3 Fire Sprites, has a big arenawide AoE, and Tankbuster marker...
They also need to rework the early game class gameplay. Unless you are somehow super invested in the already weak arr story, you'll just end up quiting as a new player.
Bard did something similar with wide valley.. i think if they give us a low level version of the skills it would be so much fun. But i know they dont want to overwhelm the players with so many buttons
@@kita6502 Monk is a brilliant example here. They have their 1-2-3 by level 6 (vs. Dragoon and Ninja getting their 3 at 26, and Viper and Reaper at 30), their Meditation mechanic at 15, and their alternative form weapon skills at 18, 30, and 50, and their Perfect Balance mechanic at 50. That's essentially their entire core kit by 50, less only the increased Meditation generation from later traits and the Beast Chakra system for PB (which they get at 60, mind). Summoner is similarly well-established early on. So it's very clear they _can_ design jobs that play well at lower levels, and grow their kit in a way that feels good. Meanwhile, monk has their entire core rotation, Perfect Balance, their Meditation system, and their Beast Chakra system, all of that 10 levels before Reaper finally gets a reason to use Blood Stalk as more than a random oGCD (ie. when they get Gibbet and Gallows at 70). They get that entire kit by the same level Black Mage finally gets to their their _core filler spell_ (Fire IV). Samurai doesn't even get their third Sen ability, and thus Midare, until level 50. And then, of course, right up there with Black Mage in terms of early-level BS, Bard doesn't get their 3rd song until 52.
Generally I like the rework, but it's depressing to see how fast the bosses melts with a 1 player who knows what buttons to press and everyone else being a trust party. Also I feel the first boss room looks way too barren now.
I disagree with Sohr Khai. The last boss is just a wall boss that's easy as all now. It barely does anything interesting. The fight before was easy once you knew what to do and was actually fun and interesting.
Kinda meh, dunno why they get rid of Firemane adds, 2nd boss "electrify" could've been target cast that would electrify all party if person didn't take out his mark out of water. What i certainly can't forgive for these remakes is a Hraesvelgr redo battle. So they just straightforwardly cut out cool platform mechanics so it could've been doable with bots.... yeah.... fun fight
Agree. If they really want to have trusts in every single dungeon, then just change the bosses for that mode and keep the original bosses for multiplayer.
Hraesvelgr wasn't fun though. At least I can actually play now instead of spending half the fight bouncing between platforms too far away to hit the boss.
@@neobahumuth6 Exactly, nobody DID adds. If they revisit and redoing dungeon that means they could've adjust hp and consequences of ignoring them Like, if towers on Cloud of Darkness wouldn not had hurt much and people would start ignoring them - does it mean we can just delete them from the fight? Or maybe adjust it's damage - that way you both keep original fight design and fix broken mech
@@neobahumuth6 And let's be honest - mechanics getting ignored in old content and bosses melting from damage - is problem of devs "no nerfs" path and poor handling of stats flatten.
Im not a massive fan of these reworks mainly because the bosses have a single mechanic. Granted, its not Out/In like every dungeon mechanic for the last decade but its not that much more original
I feel like with these ones they're thinking less about making the dungeons more interesting, and more about making them more effective tutorials for modern XIV mechanics. I do think they could lean a little more towards keeping them interesting, but I agree with the order of priorities they have going on here.
@@D.L8602 I sure did, it was the satisfaction of watching you fumble on the keys to type these messages out about something “that you don’t care about”
I will never understand, how come we cannot take squadrons to become our trusts, at least until heavensward since that is how you become captain.
Because squadrons are actual abandon ware and would be removed from the game if they thought nobody would notice
They gave up on grand company content. It was cool in theory, but they chose it wasn’t worth the effort.
That’s the same reason we don’t have world primals. It was too hard to implement something worthwhile while fixing all the 1.0 spaghetti.
They still have more ranks to fill. So we don't know what they're planning with that
There is no communication or standard format on the code. Somebody else made squadrons so it was easier to make a new system from scratch, than to try "solving" a code written by somebody else. Code is like a language and everyone naturally writes in a very different vocabulary and ruleset.
Poor management is still very much a thing in the project, they are just a bit less incompetent than the 1.0 team.
@@elixxonFor a AAA studio and a game that makes so much money (practically keeping SE afloat at this point) they have some of the most incompetent / seemingly inexperienced dev’s on this title. I originally thought it was always because they were working upon a jenky framework / foundation (ie original FF14 code) but have proven time and time again they simply don’t have a lot of good talent in that department. The fact that it takes them months to consistently release subpar content and QOL fixes that should have been done years ago speak volumes to their pedigree or lack-thereof. (This coming from a fan / someone that plays almost daily)
Cascading aoes are a good way to start. As a baby player those felt good early on
I'll be _slightly_ less annoyed getting this in roulette now! Counting this as a win.
They should probably rework Sastasha boses aswell, to be more than just damage sponges. Even with npc, last boss is just "burn him down", they dont even try stop ads from spawning.
Its first dungeon so i wouldnt go that crazy on mechanics, but there should be some sense of danger.
I am surprised that was one of the few ARR Dungeons with no major reworks, you'd think they would want to at least increase their HP so you see more mechanics
For doing sastasha as a ninja unsynced for wondrous tails and zooming through I just hope that if they rework it they should make the paths easier to navigate.
@dazzlemasseur Aurum Vale is the most efficient for wondrous tails since the path is pretty straight forward x3
damn that 3rd boss invuln sfx is sick
The main reason for doing Halatali is to get company seals for killing certain mobs.
Time flies!
I still remember that going in Halatali for the first time in ARR with my friends and beat our head on the wall because it's so hard to understand what to do.
And that's when we search for a dungeon guide and yours are one of the few dungeon guide maker out there. Now we learned what to do and having our fun. So thank you.
Glad to see lower dungeons teaching mechanics now.
You can survive the lightning on boss#2 so it will enforce greed for sure, since that boss doesn't get invuln anymore.
Not rolling my eyes when I get Halatali in roulettes is definitely a win.
i'm hoping and praying that since they're doing optional content that they do coils eventually. . . it seems a lot less unlikely now
It aggravates me to consider you have at least a bit of a point lol
As a young player who queued for it for hours throughout several days back in early 5.0, thinking it was just like any other content until I happened to be told otherwise, I have to admit that those raids being locked out of the game in such a fashion is a pity. The lore alone is worth it.
I feel that, in a sense, they're hoping people just unsynch it and call it a day. I did it with a bunch of different people for different turns, and some of them were rather emotional for content that I was so emphatically cheesing. The Phoenix turn left me speechless, I remember it to this day. And it was just me and a "random" lvl80 who had also never done it and was happy to help.
I don't even know what to suggest. Maybe a Coils daily? But that would totally force boss reworks anyhow, since they cannot be done by casual players. The devs probably get a headache anytime someone brings Coils up lol
Lets be real these are like more or less FATEs bosses
Still, lvl 20 dungeon only
Sick rework
Loved the new mechanics
I like all changes except for the final boss the fact you HAVE to do the fire phases now makes it like opposite of old version boss two when go invulnerable, preferred when just kill fire sprites instead engaging the fire orbs & then go back deeps the boss.
1. Now if they could just make Sastasha less of a slog that would be great!
2. The early job gameplay also DESPERATELY needs a rework. Some of the newer jobs especially SUCK at lower levels and older ones feel like they don't get genuinely *fun* until you hit Lvl 60
It actually baffles me how bad some of the newer jobs are at lower levels, tbh, given how some of the _other_ newer jobs and reworks are at low levels. Summoner gets the entire "core" rotation, include the cooldown phase and 3 gems with their Gemshine charges, by level 26. Dancers have Standard Step (though not Dance Partner), their Feathers system, and their 4-piece single target combo by level 40, and get the same 4-part for their AoE between 15 and 45. Monk has their 1-2-3 by level 6 (while Ninja and Dragoon don't get their 3 until _26,_ for Reasons™), has their Meditation system at 15, and gets 2 of their 3 alternative form actions at 18 and 30 (the last one, Dragon Kick, at 50).
Meanwhile, Reaper doesn't get their 3 until _30,_ doesn't have a gauge _at all_ until 50, and Blood Stalk isn't more than just a random oGCD you occasionally get to use until 70. Viper literally has only their two base single-target combo buttons until 25 when they get one of their two AoE buttons, and their single target combos buttons don't have the 3rd hit of the combo until 30. They don't get the first of their oGCDs until 55, and don't get the Vicewinder combo until 65 (and 70 for the AoE version).
And that's just some of the new and reworked jobs. Most of the older jobs that haven't been reworked are actually just straight hot garbage at anything less than ~60-70 (looking at you, Black Mage, who doesn't even get their _primary filler spell,_ Fire IV, until level 60). There are only a handful of jobs I'm willing to queue into Leveling Roulette on because of this, and only a couple more I'm willing to queue into roulettes that can have 50 content on them (ex. Alliance Raid), just because of how hilariously bad so many jobs are at that level.
@@KaedysKor The evolving rotation for BLM was one of the aspects that made the job "difficult to learn." for a lot of the newer players. I was a BLM for a long time, and I used alternative hotbars for content pre-Fire IV that I had set to a macro to toggle with a button press.
halatali last boss with squadrons was a... wild experience, you needed to make the npcs dodge or they would just stand in fire and die
Man, I have a lot of catching up to do when I come back. Too many games are coming out. I just finished Metaphor Refantazio.
Qarn doesn't really need a rework, does it?
Maybe the second boss
When the bard leads the charge in a dungeon run, the tank "goddamnit!" *ragequits* thank goodness for friendly npc's.
They should have used this opportunity to make firemane match its FFXII form since that's clearly the origin.
Aw no more wisps on first boss
Mr. Happy abuses his NPC's? Cancelled (/j)
So many systems I've never interacted with. What is the point of having Duty Trust and Squadron Command Missions? What is the difference?
Duty Support is basically to run a one-time dungeon with NPCs, either for story reasons or to skip queues (or if you want to practice dungeons solo).
Squadron Command basically repurpose the dungeons as another way to train your hired squadron members, so it's more in service of the squadrons than as a way to finish the dungeon.
The Trusts basically replaced squadron missions with a set of story NPCs you can level up over time instead - so again, these are more about the long-term of leveling all your companions rather than the one-time "I want to run this dungeon without matchmaking with other players" of Duty Support.
soo
First Boss got a new Cone AoE attack & Tankbuster...
2nd Boss has a oneshot water AoE & Tankbuster marker....
Last Boss fire shield mechanic is a longer add phase... gotta kill the small fire orbs instead of the 3 Fire Sprites, has a big arenawide AoE, and Tankbuster marker...
You shouldn't have dodge any of the aoes.
Now I need to go myself and test how much damage they do.
4:00 Good News, BONFIRE REMOVED 😂
They also need to rework the early game class gameplay. Unless you are somehow super invested in the already weak arr story, you'll just end up quiting as a new player.
I think rather than rework they should let us see the 100 level version of jobs maybe with a training area.
@@ventrue7Nah they really have to rework it, I've been trying to get friends to play 14 but it's incredibly boring for the longest time.
Bard did something similar with wide valley.. i think if they give us a low level version of the skills it would be so much fun.
But i know they dont want to overwhelm the players with so many buttons
@@kita6502 Monk is a brilliant example here. They have their 1-2-3 by level 6 (vs. Dragoon and Ninja getting their 3 at 26, and Viper and Reaper at 30), their Meditation mechanic at 15, and their alternative form weapon skills at 18, 30, and 50, and their Perfect Balance mechanic at 50. That's essentially their entire core kit by 50, less only the increased Meditation generation from later traits and the Beast Chakra system for PB (which they get at 60, mind). Summoner is similarly well-established early on. So it's very clear they _can_ design jobs that play well at lower levels, and grow their kit in a way that feels good.
Meanwhile, monk has their entire core rotation, Perfect Balance, their Meditation system, and their Beast Chakra system, all of that 10 levels before Reaper finally gets a reason to use Blood Stalk as more than a random oGCD (ie. when they get Gibbet and Gallows at 70). They get that entire kit by the same level Black Mage finally gets to their their _core filler spell_ (Fire IV). Samurai doesn't even get their third Sen ability, and thus Midare, until level 50. And then, of course, right up there with Black Mage in terms of early-level BS, Bard doesn't get their 3rd song until 52.
probably right about chimera getting nerf'd...and it's going to piss me off
Especially since they've heard positive reception about more engaging challenge.
As far as the horrible duty support downgrades go, I think I'd rate this one as more of a sidegrade.
Too hard now
Halatali even before the rework was such a fun dungeon.
I agree, the bosses were definitely the worst part, ranging from boring to annoying, so I'm glad they got upgraded!
I wouldn't say they did more considering the state Toto'rak is in LEL
Generally I like the rework, but it's depressing to see how fast the bosses melts with a 1 player who knows what buttons to press and everyone else being a trust party.
Also I feel the first boss room looks way too barren now.
Lmao dmv portrait.
Good to see the rework is already making healers question their choices to play the role
I disagree with Sohr Khai.
The last boss is just a wall boss that's easy as all now. It barely does anything interesting. The fight before was easy once you knew what to do and was actually fun and interesting.
bro mr happy is either on ozempic or getting no sleep
its 7.1 week. he said he was staying up for it. ofc hes swamped this week making content
He’s been going to the gym regularly for a while now.
@@NagatoFan1 which is great, but those eyes. I hope he's ok
@@despain8726 it's 2024 and we're still talking about Mr Happy's heretiary dark circles lol
@ lmao damn now I feel bad you right actually he’s always had them
Kinda meh, dunno why they get rid of Firemane adds, 2nd boss "electrify" could've been target cast that would electrify all party if person didn't take out his mark out of water.
What i certainly can't forgive for these remakes is a Hraesvelgr redo battle. So they just straightforwardly cut out cool platform mechanics so it could've been doable with bots.... yeah.... fun fight
because nobody did adds on firemane
Agree. If they really want to have trusts in every single dungeon, then just change the bosses for that mode and keep the original bosses for multiplayer.
Hraesvelgr wasn't fun though. At least I can actually play now instead of spending half the fight bouncing between platforms too far away to hit the boss.
@@neobahumuth6 Exactly, nobody DID adds.
If they revisit and redoing dungeon that means they could've adjust hp and consequences of ignoring them
Like, if towers on Cloud of Darkness wouldn not had hurt much and people would start ignoring them - does it mean we can just delete them from the fight? Or maybe adjust it's damage - that way you both keep original fight design and fix broken mech
@@neobahumuth6 And let's be honest - mechanics getting ignored in old content and bosses melting from damage - is problem of devs "no nerfs" path and poor handling of stats flatten.
Im not a massive fan of these reworks mainly because the bosses have a single mechanic. Granted, its not Out/In like every dungeon mechanic for the last decade but its not that much more original
I feel like with these ones they're thinking less about making the dungeons more interesting, and more about making them more effective tutorials for modern XIV mechanics. I do think they could lean a little more towards keeping them interesting, but I agree with the order of priorities they have going on here.
Dungeon design in XIV isnt bad, it's boring and too basic. Never changes.
First
Lol, who the hell cares who's first. You people make it seem like you get a gold star for participation.
@@D.L8602uhm ok
@@D.L8602you seem to care, enough to comment on this
@@AproovTV Did you get your imaginary gold star for participation yet?
@@D.L8602 I sure did, it was the satisfaction of watching you fumble on the keys to type these messages out about something “that you don’t care about”
Waste of resources
Thousand maws of totorak was butchered. Just a straight boring line. Same design slop that started with HW. This is a really good rework tbh.