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#27 Jul 15 2014 at 7:23 AM Rating: Decent
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FilthMcNasty wrote:
Maths and comprehension aside; the problem is that SE has a hardcore patch cycle, but they're trying to implement casual content....

"This is a game for the extremely casual. We'll make content that anyone can participate in(ie. simple, monotonous, ect.) but we'll impose time sinks on it so hardcore players will also enjoy it."

Some people might like it, but personally I don't see the draw. Trying to kill a boss with more health, more damage and a shorter time limit before enrage is what makes content hardcore. Forcing players to trudge through easy content for hours and hours on end does not.


EXACTLY!

Grindy =! Challenging.
#28 Jul 15 2014 at 8:37 AM Rating: Default
Catwho wrote:
I personally think it's reasonable to make the very light fluffy casual content fun and make the hardcore content as grindy as possible.

They've tipped the scales too far with the ridiculously low Atma drops (I'd much rather have it be do 500 FATES straight up and have a counter going that I can measure) but the myth requirements for the books and now the alexandrites are pretty much on par with the kind of grindy content that satisfied the itch for something that takes a long slog and has a nice present at the end for your work.

The reality is of course that most of us fall in between the two extremes. I do more than "20 minutes a day" - more like 3-4 hours, 3-4 times a week here. I consider myself a casual. Then there are the "weekend warriors" that clock in an hour max during the week and then do 12 hour marathons on Saturday and Sunday.


Eh? I got my Atmas in a few weeks of casual playing (1-2h/day). Are you saying the Atma drop rate should be even more grindy? Right now it sounds extremely casual. On the other hand the Animus grind is demoralizing, I can't possibly be done with it in a few weeks playing casually.

Edited, Jul 15th 2014 2:37pm by Hyanmen
#29 Jul 15 2014 at 9:05 AM Rating: Excellent
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Catwho wrote:
Even baby low level HQ gear sells for a couple thousand gil apiece.


That is due to the advent of desynthesis. Many people (like me) are too lazy to go and find an armor shop and instead they buy off the board.

Catwho wrote:
I've made about eight million gil crafting. I think my new goal is to have 10 million gil total in time for the 1 year anniversary of the game.


I'm sitting on 8.5 million, half off of early XIII retainer ventures, and the other half off of furniture sales in 2.3 and speculation. Wanna race to 10 Kat? Smiley: grin
#30 Jul 15 2014 at 10:25 AM Rating: Excellent
Hyanmen wrote:
Eh? I got my Atmas in a few weeks of casual playing (1-2h/day). Are you saying the Atma drop rate should be even more grindy? Right now it sounds extremely casual. On the other hand the Animus grind is demoralizing, I can't possibly be done with it in a few weeks playing casually.


So between 21 and 42 hours of Atma hunting? That's reasonable. Is 100+ hours reasonable just to get Atmas? Meh. If I had your luck I would be 60+ hours into the actual upgrade process. Instead I've lost count of the time I've spent and still at 11/12.

It just statistically guaranteed to not be equal for each player. Then multiply that disparity x12.

Let's please, please not call that either casual or a good game design.
#31 Jul 15 2014 at 11:26 AM Rating: Default
Gnu wrote:
Hyanmen wrote:
Eh? I got my Atmas in a few weeks of casual playing (1-2h/day). Are you saying the Atma drop rate should be even more grindy? Right now it sounds extremely casual. On the other hand the Animus grind is demoralizing, I can't possibly be done with it in a few weeks playing casually.


So between 21 and 42 hours of Atma hunting? That's reasonable. Is 100+ hours reasonable just to get Atmas? Meh. If I had your luck I would be 60+ hours into the actual upgrade process. Instead I've lost count of the time I've spent and still at 11/12.

It just statistically guaranteed to not be equal for each player. Then multiply that disparity x12.

Let's please, please not call that either casual or a good game design.


It has its clear benefits. However, the downside are fringe cases like yours.

Why do people do lottery when they could put aside 50 euros every month for a statistically better long-term investment? Chance has its perks.

Now that the chance is gone, I've lost most of my motivation to progress my Animus.
#32 Jul 15 2014 at 11:57 AM Rating: Good
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Louiscool wrote:
FilthMcNasty wrote:
Maths and comprehension aside; the problem is that SE has a hardcore patch cycle, but they're trying to implement casual content....

"This is a game for the extremely casual. We'll make content that anyone can participate in(ie. simple, monotonous, ect.) but we'll impose time sinks on it so hardcore players will also enjoy it."

Some people might like it, but personally I don't see the draw. Trying to kill a boss with more health, more damage and a shorter time limit before enrage is what makes content hardcore. Forcing players to trudge through easy content for hours and hours on end does not.


EXACTLY!

Grindy =! Challenging.


I really think that depends on your time horizon. For hardcore, those mechanics sound great. Push the limits of the combined skill, gear, coordination in encounters and offer rewards. For a player like me though, just don't make that a wall I can't get through to access content and rewards. That is the balance that SE is hopefully attempting.

Grant a path for 'extreme' players with time to devote to pushing the edge, grant a path for 'casual' players who will over time accumulate enough participation in things to access character improvements and where necessary join these two groups with rewards for hardcore and content advancement/experience for casual (duty finder/roulette).

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#33 Jul 15 2014 at 11:58 AM Rating: Excellent
lass5 wrote:
Alright, I see what the guy was saying now.

I think I just assumed that he said "2-3 hours per week" because he said he has so much to do/doesn't know which content to tackle/etc.

I'm not sure how he would still be at that point on ARR if he's playing at 9 hours a week.


Used to play more, but then kid #2 came along, wife went back to work from mat leave and boom! Decreased play time. Throw on full time work with 12 hour shifts, you're not going to want to play much more then a few nights a week. If you really only focus on one job, it's pretty easy to stay relevant with everything from Coil to Extremes, to dungeons. You also have no idea what people had leveled from 1.0 and what they were able to start off with.

We have people in our FC who barely play an hour a day and they're enjoying it. Same boat as me, used to play quite a bit more but it's tapered off and they're shockingly still enjoying it. If you think you NEED to play 10+ hours a week to enjoy an MMO, then I don't know what to tell you. I used to just be in school, with no girlfriend, no kids, no true commitments beyond playing hockey twice a week so ya, I could sink in massive time to MMO's (stupid FFXI). The game is enjoyable, that's all that matters at this point. Some weeks I don't even manage to play, and it's not the end of the world. Again, you focus on ONE job, you can easily gear it up with i70, 90, 100 whatever the going rate is and static Coil once a week for 2 hours.
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#34 Jul 15 2014 at 2:30 PM Rating: Excellent
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DrymChaser wrote:
Louiscool wrote:
FilthMcNasty wrote:
Maths and comprehension aside; the problem is that SE has a hardcore patch cycle, but they're trying to implement casual content....

"This is a game for the extremely casual. We'll make content that anyone can participate in(ie. simple, monotonous, ect.) but we'll impose time sinks on it so hardcore players will also enjoy it."

Some people might like it, but personally I don't see the draw. Trying to kill a boss with more health, more damage and a shorter time limit before enrage is what makes content hardcore. Forcing players to trudge through easy content for hours and hours on end does not.


EXACTLY!

Grindy =! Challenging.


I really think that depends on your time horizon. For hardcore, those mechanics sound great. Push the limits of the combined skill, gear, coordination in encounters and offer rewards. For a player like me though, just don't make that a wall I can't get through to access content and rewards. That is the balance that SE is hopefully attempting.

Grant a path for 'extreme' players with time to devote to pushing the edge, grant a path for 'casual' players who will over time accumulate enough participation in things to access character improvements and where necessary join these two groups with rewards for hardcore and content advancement/experience for casual (duty finder/roulette).


Either way it's going to be a time sink. Either way it relies a bit on luck and RNG. Just like you'd have to spend a lot of time and luck with RNG farming easy FATEs for atmas, you'd have to rely on similar luck and RNG to get the gear you'd need to participate in hardcore endgame content.

XIV is a progression based game. The difference between casual and hardcore is that casuals are content with clearing normal mode content. The idea is that you aren't required to clear hardmodes to experience content other than more hardmodes. HM shouldn't be blocking your progression to any other part of the game. That said, if you aren't willing or able to progress through HM content then you shouldn't feel like you're missing out. I'm not saying that it's your position, but if you don't put in the time(read: effort) you don't earn the dime, so to speak.

I just feel that there should be a separation. It's not an elitist thing or that I feel there should be exclusion. I think that the experience is wasted if you have the choice between grinding mind-numbing FATEs for 500 hours as opposed to wiping to a boss 500 times in order to learn, understand and eventually execute what is required of your group to be successful. The 'extreme' and 'casual' paths shouldn't end in the same place or there really is no 'extreme' path because players will almost certainly follow the path of least resistance.



Edited, Jul 15th 2014 4:31pm by FilthMcNasty
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#35 Jul 15 2014 at 4:59 PM Rating: Excellent
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DrymChaser wrote:
Louiscool wrote:
FilthMcNasty wrote:
Maths and comprehension aside; the problem is that SE has a hardcore patch cycle, but they're trying to implement casual content....

"This is a game for the extremely casual. We'll make content that anyone can participate in(ie. simple, monotonous, ect.) but we'll impose time sinks on it so hardcore players will also enjoy it."

Some people might like it, but personally I don't see the draw. Trying to kill a boss with more health, more damage and a shorter time limit before enrage is what makes content hardcore. Forcing players to trudge through easy content for hours and hours on end does not.


EXACTLY!

Grindy =! Challenging.


I really think that depends on your time horizon. For hardcore, those mechanics sound great. Push the limits of the combined skill, gear, coordination in encounters and offer rewards. For a player like me though, just don't make that a wall I can't get through to access content and rewards. That is the balance that SE is hopefully attempting.

Grant a path for 'extreme' players with time to devote to pushing the edge, grant a path for 'casual' players who will over time accumulate enough participation in things to access character improvements and where necessary join these two groups with rewards for hardcore and content advancement/experience for casual (duty finder/roulette).



I disagree with you a bit, but it comes down to personal preference.

I'm only semi-hardcore in mmos. I have the gameplay skill to clear content, I just don't have the time or patience to grind thousands of tomes or watch my healers fall off Titan EX for the 9 billionth time.

I don't believe that all gear and content is the right of every paying subscriber. There shouldn't be 2 paths to the same item. I have nostalgia for the gear progression in FFXI, where I just accepted that there are some things I would probably never get, like Relics, etc. I miss having lofty goals that, when you saw someone with it, it was a linkshell-worthy conversation. "Oh wow, I got Xsquallx in my party with an Erhmegawd+1!"

The main thing is, I don't want the alternative to playing 12 hours a day to kill the hardest content be "or fight 900 boring as hell fates to rub the dirt off your pants." I don't have a good suggestion to fix it though... So I just find myself without motivation to play it.
#36 Jul 16 2014 at 2:20 AM Rating: Excellent
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Louiscool wrote:
I'm only semi-hardcore in mmos. I have the gameplay skill to clear content, I just don't have the time or patience to grind thousands of tomes or watch my healers fall off Titan EX for the 9 billionth time.

My definition of a 'hardcore' player is someone who's set the goal to progress through hardmode content and actively pursues that goal. The words hardcore and casual are just qualifiers to me. Regardless of schedule, skill or what have you; you're either doing it or you're not. I guess that's a large part of why I don't understand the way this game is being developed. It makes sense for things to trickle down to casual players as higher tier content is introduced, but the content isn't coming fast enough because it's made to be less difficult by default.

As an example, the highest level players(read: always world first or damn close) are wiping to WoW's top tier content hundreds of times(in some cases) before actually defeating it. It's usually several nerfs later that your typical hardcore player is able to defeat it. Content in XIV isn't receiving as many nerfs because it's already been tuned to what Yoshi calls 'extremely casual'. I'm actually curious(maybe enough to resub) to see what he referred to as 'brutal' in his interview at E3. If you recall, he said that they nerfed a lot of the content prior to it going live. Essentially XIV players are playing the watered-down, watered-down version already.

I still see complaints about some of the EX primals. Let's see what happens when they unleash the real EX versions Smiley: sly


Edited, Jul 16th 2014 4:22am by FilthMcNasty
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#37 Jul 16 2014 at 6:01 AM Rating: Excellent
FilthMcNasty wrote:
Louiscool wrote:
I'm only semi-hardcore in mmos. I have the gameplay skill to clear content, I just don't have the time or patience to grind thousands of tomes or watch my healers fall off Titan EX for the 9 billionth time.

My definition of a 'hardcore' player is someone who's set the goal to progress through hardmode content and actively pursues that goal. The words hardcore and casual are just qualifiers to me. Regardless of schedule, skill or what have you; you're either doing it or you're not. I guess that's a large part of why I don't understand the way this game is being developed. It makes sense for things to trickle down to casual players as higher tier content is introduced, but the content isn't coming fast enough because it's made to be less difficult by default.

As an example, the highest level players(read: always world first or damn close) are wiping to WoW's top tier content hundreds of times(in some cases) before actually defeating it. It's usually several nerfs later that your typical hardcore player is able to defeat it. Content in XIV isn't receiving as many nerfs because it's already been tuned to what Yoshi calls 'extremely casual'. I'm actually curious(maybe enough to resub) to see what he referred to as 'brutal' in his interview at E3. If you recall, he said that they nerfed a lot of the content prior to it going live. Essentially XIV players are playing the watered-down, watered-down version already.

I still see complaints about some of the EX primals. Let's see what happens when they unleash the real EX versions Smiley: sly


Edited, Jul 16th 2014 4:22am by FilthMcNasty


It took 99% of statics weeks to complete Twin if not months. Blugartr was about the only one to down it in a relatively short manner, and even that was weeks (probably because of the no access to T5 due to glitch). T6-9 was downed pretty quickly, again by one FC and it took the others a couple weeks to complete. Yoshi admitted he was a little surprised how fast it was done so I wouldn't be surprised if the next endgame dungeon is a little harder. My guess is it took Blugartr hundreds of tries to complete T5 and T9 respectively. You have to think, they enforce 12 hour/day playtimes upon content release and just repeatedly bash their heads against a wall until they win.

I guess my question to you is, have you tried any of this prior to any guides being released? My guess is it would be similar to what your describing for WoW. Of course, once the win happens and strats get out, it inevitably gets easier for everyone else along with the gear they've obtained along the way. If any endgame boss is taking any longer then that to defeat, it's just poorly designed.


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#38 Jul 16 2014 at 6:14 AM Rating: Good
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See that's the thing though the content isn't actually difficult or challenging in any meaningful way. It's just did you twitch out of red circle in time to not be insta-killed in time ad nauseum. Nothing to figure out. No puzzle. No brain power. So brutal mode is probably just bigger circles with faster cast times.

To me spending 10-12 hours straight, as one person who's too good to post here any more suggested, just to clear one fight is the opposite of fun. It feels like those stupid iOS games. I'm just waiting for a pop up in Titan ex to ask me if I want to pay $4.99 Crysta Bucks to go ahead and get the clear.
#39 Jul 16 2014 at 8:12 AM Rating: Decent
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Depends on what you're expecting out of this MMO - It's not terrible but it's not great either; There's very little depth or challenge in the content as a lot of the challenge comes from managing one hit kill mechanics everywhere. If you've played MMOs like WoW, Knight Online, HAL, Silk Road and so on you'll enjoy ARR since it doesn't deviate one bit from the "norm" - if you enjoy MMOs that offer a ton of depth and strategy in any fashion, ARR may turn you off in some regards. If you've played FFXI at all in its 12 years of service you'll notice they tried to make a lot of improvements on the platform but ended up falling short in some in order to maintain said "norm", for instance there's no room for being creative with the job system in order to try new strategies without either being completely cheese (Turn 2 Enrage) or exploiting a benefit only available to pets (Ramuh Extreme SMN tanking.) Maybe come the expansion pack will we truly get to see if they can deviate from the script.

Another good example is housing - while it's more prettier and is actual housing, there's no furniture effects or way to control who can or cannot enter your private residence, it's either all or none. As for lag on boss fights, that was never truly an issue with the boss fight itself - they changed polling rates but people who lag will always lag, it is out of SE's hands. There's a problem with level3.net that may be up your alley and how you route to their servers but boss fights will still lag for you if you had a problem from the get go.

As you mentioned Wildstar I,too, played it and I can safely say there won't be much difference between the two MMOs except that WS actually does a few things differently and has some legitimate challenge that isn't solely one hit kill mechanics, but it does have the usual "grind the same content" over and over for "new" content. Crafting has its uses but Yoshida is adamant on crafting not being in the lime light in order to maintain "balance."

So whether the game is worth coming back is in your opinion since you'll mostly find biased answers going to a community for the game which is to be expected or they wouldn't be there. I personally say wait until 2.4 when they should be moving towards actually expanding the game, otherwise it's purely up to you, OP.
#40 Jul 16 2014 at 8:20 AM Rating: Excellent
LebargeX wrote:
See that's the thing though the content isn't actually difficult or challenging in any meaningful way. It's just did you twitch out of red circle in time to not be insta-killed in time ad nauseum. Nothing to figure out. No puzzle. No brain power. So brutal mode is probably just bigger circles with faster cast times.

To me spending 10-12 hours straight, as one person who's too good to post here any more suggested, just to clear one fight is the opposite of fun. It feels like those stupid iOS games. I'm just waiting for a pop up in Titan ex to ask me if I want to pay $4.99 Crysta Bucks to go ahead and get the clear.


But there are some people who just eat that stuff up. Not you and I, obviously. But there are in fact some people who LOVE spamming hard content repeatedly until they beat it.

I'm remembering one of the Star levels in Super Mario World with the football turtles on top of pipes. It was a friggin gauntlet. I hammered at it so many times my thumbs started bleeding. Back when I was 13, spending a Saturday afternoon on that kind of time waster seemed like a perfectly wonderful way to live. I never did beat it.

As an adult now I'm kind of surprised that I didn't take a sledge hammer to my SNES. I guess my personality changed.
#41 Jul 16 2014 at 9:31 AM Rating: Good
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'Awesome' level in Mario World...yeah we don't speak of that level either.

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#42 Jul 16 2014 at 9:54 AM Rating: Excellent
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Catwho wrote:

I'm remembering one of the Star levels in Super Mario World with the football turtles on top of pipes. It was a friggin gauntlet. I hammered at it so many times my thumbs started bleeding. Back when I was 13, spending a Saturday afternoon on that kind of time waster seemed like a perfectly wonderful way to live. I never did beat it.

As an adult now I'm kind of surprised that I didn't take a sledge hammer to my SNES. I guess my personality changed.


My personal 'gauntlets" were on the NES. I tried and tried again until I could finally see the end credits. And this is during the day where you had X number of lives, and when you turned the game off you would have to start over. Some of my most favorite triumphs were:

1. Karnov
2. Kid Niki
3. Rygar
4. Trojan
5. Super Mario Bros 2

But I'm glad to see that in FFXIV, hard work and actual gaming talent pays off. I had a chance to try out Stone Vigil HM for the second time yesterday. Got it in a df. The final boss spawns a copy of himself, and you basically engage in a four player version of Monster Hunter. Enmity doesnt matter, and you have to read attacks. I LOVE that stuff. So, my healer dies, then the bard, then the dragoon. One boss is at half health, then other at full health. A combination of dodging, stoneskin, tank limit break, cooldowns, gear, and 10 minutes later I emerged victorious to the applause of my crowd of three that was gathered at the starting gates, having watched my solo battle in all its glory. Smiley: cool There was no greater feeling. Got three commendations too!

Now if I could roll more than a 30 on an unidentified allagan tomestone in Syrcus Tower, I would be extactic. 0 for 2 on tome and 1 for 3 on oil Smiley: glare.

Edited, Jul 16th 2014 10:54am by Valkayree
#43 Jul 16 2014 at 9:56 AM Rating: Excellent
That happened to us too! A good tank can totally solo the final boss. A great party can obviously beat it without that, though.
#44 Jul 16 2014 at 12:22 PM Rating: Good
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Montsegurnephcreep wrote:
It took 99% of statics weeks to complete Twin if not months. Blugartr was about the only one to down it in a relatively short manner, and even that was weeks (probably because of the no access to T5 due to glitch). T6-9 was downed pretty quickly, again by one FC and it took the others a couple weeks to complete. Yoshi admitted he was a little surprised how fast it was done so I wouldn't be surprised if the next endgame dungeon is a little harder.

I think that fight may be a poor example. Depending on who you ask it was bugged, enough so that you couldn't really tell if you were exploiting it or not. IIRC BG had to ask SE if their kill was legit. I think they were under the impression that one of the tactics they used to defeat it was not working as intended.

Anyhow, my point was that it's difficult for Yoshi to maintain that this game is casual friendly while also appealing to hardcore players because of they way they design content. It's quite a leap to design content you expect a team of players to tackle knowing that they're organized and communicating over voice chat, versus a random group of players who have never talked to each other or even attempted the content before.

I can't fault players for wanting to complete hardmode content, but the expectation of most is that it's something that they should be able to do in a short amount of time with very little commitment. Most players spent their XIV adolescence in PUGs doing dungeons and teaming up for FATEs, but neither of those took any notable amount of communication or cooperation. I think it's just a shock for most players who have come from other MMOs. You learned that you would need a group for most anything in FFXI prior to even gaining the ability to use a mount. Blizz facilitates the transition from solo to group play with progression(dungeons > hardmode dungeons > LFR > Flex raids > Normal raids > Hardmodes). ARR doesn't really have anything in place to ease people through the transition.
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#45 Jul 16 2014 at 1:07 PM Rating: Good
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I beg to differ - The transition in ARR is done through the Main Story Quests and Guildhests (although I'm of the mindset that these should be incorporated somewhere other than just a page in the Duty Finder and a few random Quests). People are transitioned a long their leveling path unlike WoW where the path from 1-90 could be done without any interaction with other players. And they're transitioned a second time at 50. Hard Primals - Hard Mode Dungeons > T1-5 Coil/Crystal Tower > Extreme Primals T6-9 - Syrcus Tower.
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#46 Jul 16 2014 at 2:39 PM Rating: Excellent
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I came back right before 2.3 and I'm enjoying it! Maybe because I'm so behind and I always have something to do when I get on.
#47 Jul 17 2014 at 12:58 AM Rating: Decent
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Valkayree wrote:
[quote=Catwho]
But I'm glad to see that in FFXIV, hard work and actual gaming talent pays off. I had a chance to try out Stone Vigil HM for the second time yesterday. Got it in a df. The final boss spawns a copy of himself, and you basically engage in a four player version of Monster Hunter. Enmity doesnt matter, and you have to read attacks. I LOVE that stuff. So, my healer dies, then the bard, then the dragoon. One boss is at half health, then other at full health. A combination of dodging, stoneskin, tank limit break, cooldowns, gear, and 10 minutes later I emerged victorious to the applause of my crowd of three that was gathered at the starting gates, having watched my solo battle in all its glory. Smiley: cool There was no greater feeling. Got three commendations too!
Edited, Jul 16th 2014 10:54am by Valkayree


The final boss reminds me of the gargoyle demons in dark souls. So those who beat those would beat the final boss in Stone Vigil without problems I think.
#48 Jul 18 2014 at 3:21 PM Rating: Excellent
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silverhope wrote:
I loved ff14 arr untill bots killed the market. And crafting was pretty useless. I leveled a few chars to 50 but mostly played white mage . I stopped playing and played in the wildstar beta and now am playing that on live. But im finding it lackluster and was hoping for some insite on if ff14 is worth another try. Have they fixed the lag on boss fights? Any info would be helpfull ty!

It is all up to what you like to decide if it's worth coming back. This weekend is the perfect opportunity to find out. Log in and try it out, the free login weekend is active for all who has an account that played previously.
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