NeoMiles74: PLEASE REMEMBER that the EXP accessories WORK when you sync down. So if you get Crystal Tower or Praetorium for the millionth time, put on that Neophyte ring.
kakashiroks: Also, as a Healer main, please please please please please be aware that the healers rez you when they are able to during the fight.
It is your responsibility to accept the rez at the appropriate time. If the platform is about to disappear, don’t accept the rez yet! It is not the healer’s fault that you clicked accept at a time that got you killed.
DilainMedia: They should teach about the two types of Doom.
Xahaka1986: I wish they would make the hall of novice a requirement now that they've added things to it that new players reeealllyyy need to know about.
Also as a good rule of thumb: if a tank invuln can survive a mechanic, transcendence can as well.
Suirano: Doom. The game needs to educate people on the different versions of doom. Too many pieces of content where there are deaths because people don't understand there is more than one type of doom.
lokishoi7382: I really wish they'd use it to show in depth how the chain mechanic works. Because I've seen way too many people start running before the chain appears thinking they just need to be apart and don't understand why they messed up the mechanic. I see it happen even in ex trials
ArcadeTheatre: Yeah, it's actually pretty wild that there are even Veterans that don't know how Transcendence works
Andrew-l3h: The game is great at showing people mechanics via visuals but a lot of high in content does not have telegraphed visuals The game needs to be better at teaching us how to Read mechanics via other visual types
vesselfragment: I don't know why they don't just put "Grants ressurected player Transcendence. Duration: 5s. Transcendence effect: grants immunity to most damage" or something to this effect to the tooltips for raises. I don't think they need to explicitly explain the buff in a training course, I think that's way too hand-holdy, and people will begin to ask for explanations for every little thing. But it is a good thing to know. It's just not as vital as like, core mechanics to the game. It's definitely not something that should be totally unexplained like now.
TheSageJ: The biggest problem is people still tend to not read their abilities/tips. When tips pop up for new abilities, they just auto close them. That is why people still have issues not understanding Umbral Ice/Astral Fire or the line that represents what debuffs can be dispelled or how the cast bar looks like when it is interruptible
alphatwo84: Because it seems to be their new favorite trick when designing mechanics, teaching new players to observe the outer edges of their screens and even rotate the camera around to find that one attack marker or markers that going to shoot something across the field would be nice. "Simon says" style patterns too because they also love those nowadays.
Sunila_DragonladyCH: For absolute beginners there are other things that could be useful. I was totally clueless when I started and took a while to understand that you can't block or avoid auto attacks. I still see people running around trying to avoid these. Only move when you are in a marker or to prepare for some kind of mechanic. I also didn't understand why I would still get hit when standing outside of a marked zone, because there is a delay between the moment where the marker disappears and when the animation goes off. That's confusing for a lot of people, they are probably wondering why you are moving right into attacks here. So many small things that took a long time for me to understand.
Illumas: I have FC members who are convinced that if they get healed by the healer that Transcendence will be dispelled.
flameofrecca23: But it still doesn't teach the split-stack mechanic and LotA teaches new players it is OK to stack 3 split-stacks on top of each other... yeah that won't have issues later in the game....
Severitas220: I think a great thing to emphasize would be reading your debuffs when you aren't sure about a mechanic . There's plenty of mechanics even in the MSQ that are pretty difficult to intuit but have hints or full explanations in the debuff description. The first that comes to my mind is the Mortal Flame debuff from the final boss of The Grand Cosmos dungeon, which requires you to pass the debuff to furniture in the room.
I imagine a way to tutorialize it would be:
Have the instructor explain that some markers may be unclear, in that case the debuff marker may have helpful information about the attack.
Put ambiguous markers over the heads of players/NPCs and grant a debuff, something like "Outrunning Death" with a description of "Certain death when timer reaches 0, using sprint will cleanse this debuff", the solution being both universal and unlikely to be done by accident.
Have the NPCs fail the mechanic if the player fails, so they can't teach the player the solution without looking at the debuff.
I'm not sure how debuff descriptions work for console players so that might be an issue.
FaelonZ: if you're in high end content of any kind and you don't know how transcendence works, you should not be doing high end content. That should be something you know about before hand, so yes it needs to be in the game.
idgie534: I want them to add boss positioning to the tank training. I've heard a lot of people joke about how they put Heavensfall Trio in the new tactical training (knockback, then get in a tower), so why not give tanks Twintania For Babies- a boss that you need to move to a couple of different spots, and face in the correct direction so your melee NPCs can hit it. Endwalker really did a number on this aspect of tanking with the amount of room-sized bosses, a lot of tanks would benefit from this kind of exercise.
uberfuzzy: Related to Transcendence, is raising in general, both old and new often fail to realize it puts you at where the healer WAS not where they ARE.
I wish the game left some sort of temp “visible you only” marker that shows where you will be at when you click accept
This is a big thing in trial/raid arena that change shape/state
It’s very easy to miss, but there is a brief faint arc from casting healer to your body as the res is cast and that tells you where you will be moved to, but it’s like 0.5s long animation affect in usually a hectic visual cacophony
luckyarchery: Transcendence is so important for players to know about and I find people 50/50 don’t utilize it. As a healer main, sometimes I prioritize heals and shields based on counting on you having those 5 secs of invuln after you get rezzed. I’ve gotten snapped at for not giving heals right away in many situations. It’s not my fault all the time if you die because you used an action early.
firesoy: The healer role quests for Dawntrail focused almost exclusively on Esuna so it's definitely doable to teach players their class (sometimes). Also seconding your suggestion for a "Hall of Battle Minutiae" that demonstrates things like rez immunity and "styx/akh morn" and other attacks. P.S. the ring was a perfect reward as the worst level range to grind is 50-61.
fluffyfang4213: It's not foolproof, but almost everything that goes through rez invuln is what I consider to be a ground effect. That's going to include knockbacks, puddles on the ground, lack of ground (as noted in the video), and death walls. At the very least, it's a good rule of thumb that you can tack on exceptions to like Byakko's raidwide and "the boss gauge filled so you lose" mechanics. Maybe those are coded the same way for some reason?
clintonwilcox4690: I did the new Hall of Novice AoE update, and I actually never knew about tank cleaves. I had remembered the different looking symbol but I thought it was just another tank buster. I had no idea you'd take massive damage if you got in the way of that cleave. So I actually did learn something new the game never taught me by going through this new update.
luccasummers4317: The transcendence thing is such a widespread problem, even in savage, that I have a macro to tell people about it the second I recognize them dying because of it.
Jan 19 2025