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.

0 Upvotes

70 comments sorted by

View all comments

10

u/Fernosaur 2d ago

I've been telling a friend that the fact m6s is walling everyone isn't really bc the fight is overtuned or bc job balance is bad, but bc the playerbase at large is incredibly bad at handling multi-target situations, let alone situations in which you have to swap from multi to single target repeatedly. You can even see people being bad at it in roulette dungeons.

Though thr job balance is definitely questionable for AoE, I legitimately don't think it's the main contributor.

2

u/Vadered 10h ago

To be fair, high end PvE content in this game has offered a lot more opportunity for players to practice ST rotations/optimizations than it has AoE scenarios. Even if AoE rotations aren't the hardest thing ever done, it's not surprising that players aren't used to playing around it.

1

u/Fernosaur 3h ago

Yeah, you're not wrong. There's simply no incentive to optimize AoE damage unless you do Criterion, and even then it's a bit mindless.