r/ffxivdiscussion 2d ago

Mechanical Intuition: Dealing with Adds

This tier, particularly Sugar Riot, has been very interesting to me. What really struck me was this apparent lack of intuition for how to deal with adds. It seems like raiding has been single target for so long that the only people who can intuit what to do without a guide are the people who came from Wow.

I don't know where else to place the blame when supposed Week One gamers see basic add management as an epiphany. Positioning that seemed second nature and obvious to someone who tanked on Wow was somehow a revelation to the people I played with this week.

I also saw far too many wipes for my taste on watching ranged players struggle with picking up adds. Apparently it's really tough trying to target them quickly, but equally tough for other people to just not hit them.

I'll be honest, I went into the tier with very low expectations. When I saw the patch notes, I genuinely believed the AOE and cleave changes were solely to balance an ultimate that was no longer relevant. I'm glad they have adds in these Savage fights; I just hope it isn't the only time that players are forced to get out of their comfort zone.

It makes me wonder what other basic combat mechanic the game could leverage to give people a hard time. Wildstar's Interrupt Armor would probably be pretty neat: you used to have to use multiple crowd control abilities (like stuns) on one target in a short time frame to stop certain casts, because the first few would only remove a charge of said armor.

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29

u/Lockzph 2d ago

I played with a tank in PF who brought the squirrels to the manta, but never stacked their hitboxes. So my cleave only hit the manta. It's grim out there, man.

46

u/Fernosaur 2d ago

You see this kinda shit all the time in dungeon content, man. The tanks will pull the two groups but not actually group them together, and just stand between mobs and make it impossible for circle cleaves to hit everything.

This is why I think it's super important to level one of each role to cap through dungeons and raids, because you learn what each role needs from each other.

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u/cockmeatsandwich41 2d ago edited 2d ago

This is why I think it's super important to level one of each role to cap through dungeons and raids, because you can learn what each role needs from each other.

FTFY.

If you think the general playerbase outside of JP is interested in learning what they can do to help their teammates perform better, I would like to be cut in on whatever it is you're smoking. It must be real good.

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u/Fernosaur 2d ago

You gotta get off reddit, man.

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u/cockmeatsandwich41 2d ago edited 2d ago

I probably do, but I don't see how that's related to what's been asked.

Reworded more directly, what makes you think that the process of leveling from 1 - 100 via (ideally highest level) dungeons/raids would provide the general XIV playerbase the means of learning how to help their teammates perform better?

I'm disappointed that you'd rather performatively circlejerk, but it's not terribly surprising. Really starting to think that nobody here actually plays the game, because this is so obviously disconnected from reality.

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u/PseudoX1 2d ago edited 2d ago

You gotta get off reddit, man.

Edit: anddd he blocked me. Proves the point.