Or you could stop slinging around adjectives like "Marxist" and "socialist" in threads about freakin video games.Maybe I should've used communist but I'm sorry I should be quiet because I'm just a savage and you're enlightened considering that it only took you reading the last two words of my message to know exactly what I was talking about. Your reading comprehension skills are above the average mortal but I'm sorry I will stop wondering how you accomplished this mighty feat.
I mean, the Spriggan hats have been like 5k on the market board for months now anyway.
The point of that last statement was that achievement in this game doesn't matter because SE just hands things out down the road or you can get it later for very little effort. The Spriggan hat is an example and the terms were used to make that last point sound more colorful.
https://www.google.com/webhp?sourcei...-8#q=hyperbole
Oh I'm sorry, I'm just an ignorant person speaking into the shining light that is your intellect. Carry on... I disappear.
Hail Nanamo. Glory to Lalafell kind.
Your point about the item level it's totally amiss, read better the 12th feature. The 10% clear rate it's not on the player base, it's on the single run. Example : A3S was cleared from the 10% of the player base, but the statics that cleared it have a 80-90% of clear rate cause they are pro. Same thing on this, 10% is on a single run with all PUGs. With a static or organized group the clear rate is higher. And again if you read better the post, a mid-core content is a content based on basic mechanics, so dodge or pulls and so on (like Titan EX), any Coil or Alexander fight UPON RELEASE must be considered hard-core cause you NEED an organized party/static. It's a train wreck when people reply without reading the the first post properly.
Then next time you should use something that has actual meaning like the Lightning gear instead of a silly cheap hat you can dig up from coffers.The point of that last statement was that achievement in this game doesn't matter because SE just hands things out down the road or you can get it later for very little effort. The Spriggan hat is an example and the terms were used to make that last point sound more colorful.
https://www.google.com/webhp?sourcei...-8#q=hyperbole
Oh I'm sorry, I'm just an ignorant person speaking into the shining light that is your intellect. Carry on... I disappear.
Hail Nanamo. Glory to Lalafell kind.
Best thing I've read in weeks. I couldn't agree more.The 3 binding coils of bahamut were already challenging enough in normal mode for most players that it actually required coordination, statics, and practice. Unlike the faceroll 24 mans and 8 man "normal"(pfft, aka, "Story")mode Alexander "raids"(aka super casual version of LFR).
The "Savage" mode should go back from being the only sensible means of progression this game offers(at this point in Heavensward) to being the mode that the special try-hard snowflakes do once they've already cleared everything and want a ridiculous challenge(if they have nothing else to do and want special titles and world firsts) for only the absolute top-tier teams.
After that, the normal versions of Alexander Gordias and Midas should be buffed up to 1st and 2nd coil difficulty standards, with the last wing of Alexander being on par with final coil standards. The whole thing of them being faceroll-tier for "story" and "casual" purposes just needs to be dropped, if players want to see the Alexander story, which isn't even the actual main-scenario and is technically a side quest, they should be willing to put in the time to clear the raids.
Raiding in 2.x really nailed it. The Coils of Bahamut were perfect difficulty for mid-core+ raiders. Savage was perfect for the true hardcores. For the casuals and the people who just aren't incredibly skilled, there were the 24-mans. There was something for everyone. Now everything is getting so dumbed down that people are bored and have little sense of accomplishment.
I used to post Coil clears on the front page of our FC website. I don't even bother with Alex Normal. That would be like posting news of a Void Ark clear.
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Overall, a good idea but I think it would be better suited as a 4man thing. If it is hard enough to be more of a static type thing, smaller groups are better for many midcore people without raid statics, or those with statics can split into smaller groups to go based on overlapping schedules.
Too many midcore people stay out of raids simply because of time restrictions or inconsistent schedules making it not suitable to have a static.
Okay so since i should be studying, I might as well work out my idea I posted on the first page, see post #4: "What about a defend the castle-themed instance? Not an entire zone, and not the usual 'go there, kill everything, go deeper, kill everything' but something like defend This city or castle, where there are up to 10 paths with different bosses and interiors (ranging from a dungeon to alleys to inside the main keep) with their own rewards, but where killing certain mobs or talking to a certain npc triggers a certain path?"
Okay so this is based on a few things, like the 'defend Minas Tirith' level in the RotK game, Rift's Hammerknell raid, GW2's dungeon path system and my experiences in FF14 so far.
As of writing this, I have NOT played beyond lvl 54 yet.
So the setting would be a castle. Here it could be any Ishgardian castle. For now, the idea is 8, maybe 10 players. You start on the walls with the usual thrash, which will be called Map 1, and as you fail or succeed, you're forced to retreat to different places/having repelled the thrash assault go on to another place thats under siege, respectively map 2.1 and 2.2 from now. From 2.1 and 2.2 you'll be able to choose different paths, with different bosses and different mechanics, and maybe different loot, or just dropping a token which you can redeem for gear of your choice (Maybe redeemable tokens in NM, and real gear in HM). Possibly you can make 4 levels of gear, with 1. Loot from bosses from map 2.1 NM, 2. loot from bosses map 2.2 NM, 3. loot from weakest bosses map 2.1 HM and 4. loot from bosses map 2.2 HM.
The different bosses will require certain classes, for a certain point. An example would be running from a boulder that'll crush you, where you need the Bard's speed buff, cause you're TP is constantly drained due to a debuff. This is NOT gambling, when entering a dungeon with a certain party, as small hints will be shown, that give the party an idea what class is needed for that path (a picture of a music note implying bard songs next to an entrance).
The dungeon itself would be mediocre hard, it gives a challenge, and yes you might wipe, but its still easier than the hardest hardcore content, because lets be honest, even a dungeon with this replayability isn't fun when you clear all paths in 2-3 weeks. REMEMBER: this instance is less about dodging circles, beams or clearing dps checks, and more about a fun and innovative way to make certain classes needed in certain dungeons.
I'll continue to work on this, but for now back to studying, and please do let me know what you think of it
@Vieilocean not sure if we can tag people, but here's my idea a bit
A mid-core content for mid-core playersI just imagine how 'fun' learning Thordan EX would have been If you had to run some long instance for every time you wipe.The difficulty of this boss it must be like the fights of the Minstrel's Ballad, Ultima’s Bane and Thordan at the time of their respective releases. As I said at the beginning of this post, it’s a challenging content, so this boss must be killed with a single try. If the party wipes, all got kicked from the instance.
Is this really mid core or more geared toward true genius players and/or no lifers?
The full party feature is to alleviate the pressure on only 4 people. With an 8 people party of PUGs if someone dies or disconnects there are 7 people left, and with 7 people it's hard to wipe and you can continue the content. With four people instead if the healer or the tank dies or disconnects, it's automatically a wipe. However my idea is that if the full party it's quite strong, the party can divide in two light party and go in different directions, first light party do quests 1-3-5-7-9, while the second light party do the quests 2-4-6-8-10. So a good party can clear the content in 50-60 mins, a more casual party can do all the quests togheter but will clear the content in 90-100mins. If helps, I can update the thread with these informations.Overall, a good idea but I think it would be better suited as a 4man thing. If it is hard enough to be more of a static type thing, smaller groups are better for many midcore people without raid statics, or those with statics can split into smaller groups to go based on overlapping schedules.
Too many midcore people stay out of raids simply because of time restrictions or inconsistent schedules making it not suitable to have a static.
And how fun instead is doing the same thing over and over again with 100% clear? You'll take the same rewards with or without the clear, so why do you want another content that you must farm like many others we already have?
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