If we're directly comparing P8S to the Ultimate raid it unlocked, no, even before the nerf I wouldn't say it was anywhere near the same level as TOP.
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Nyehhh, I think BCoB served it's purpose, but I think it's difficulty as it's own raid series is better kept in 2.0. For story goers, Bahamut is a pretty critical piece of lore that was gated by the hardest content in the game at the time. Stuff like that doesn't need to be gated by hard content, what we have now is fine enough. Wish we got more dynamic fights like turn 2 though...
The game hasn't gotten any easier, hasn't gotten any harder. Dungeons were never really all that difficult. The only thing that's easier is the job design, but that's a whole other conversation aside from the content itself. Hell, even this new normal tier isn't hard. The funny knockback mechanic and the heart bullet hell mechanic will trip you up like once or twice, then never again. Normal mode is and always has been fun little gimmicks leading into savage. Nothing's changed.
For those who are complaining about the difficulty in an MAX LVL CURRENT CONTENT OPTIONAL RAID , just take your time to learn or like yoshi p said just take a break come back whenever you want, no one is forcing you to do or learn this OPTIONAL RAID , you can save up some sub money and come back later whenever you can unsync it solo without any "sudden non telegraphed aoe that one shots you" (oh look an activated bomb in the ground, surely its not gonna explode and dmg anyone around it right? why would i move away from it :D)" or try other games , i heard Hello kitty island adventure is coming up next year , you can try that one which is more in the casual and less difficult side and let us know how it goes
Are the forums being raided? Why are there so many brand new accounts posting vitriol that violates the TOS? Just because someone has a different opinion doesn't mean you should call them "dogsh-t" and tell them to uninstall the game. What's going on?
Context: I'm a veteran player who has been raiding Savage/Ultimate for years and have leveled several alts by hand.
One of the greatest failings of FFXIV in its current state is that it doen't teach you how to play. Sure, when you start the game it teaches you how to move your character, the myriad steps involved in doing a basic fetch quest, how to use aetherytes, and more through never-ending "Active Help" text dumps that look like ads just begging for you to close them. But while the game has evolved significantly since its release nearly 11 years ago, most of the early game has not.
Power creep reigns supreme through entire expansions, and is especially apparent in those ancient solo duties whose only requirement for success nowadays is "have a consciousness". Players never learn how to fail until they're eating dirt over and over to newer content and they understandably get frustrated.
Watching the boss's castbar is integral to modern FFXIV fight design, and yet its default position is this tiny little toothpick-sized speck tucked away in the upper-right corner of the target bar. THAT'S why we have people say mechanics are "seemingly random" or "come out of nowhere" -- because they have no idea they should be looking at the cast bar for information, they might not even know it's there. Think the final boss of the lv89 dungeon -- he can cast half-room cleaves called Left Firaga and Right Firaga, where Left and Right indicate what hand he's gonna cast the cleave from. The cast bar is the only indication this attack is coming until it's too late to dodge it intentionally. It's an incredibly basic mechanic, but if you didn't know to look at the cast bar, you'd be thinking "Wtf? How was I supposed to know?"
The game makes almost no effort to teach you how to play your job beyond the most basic of basics. I've been in duties with 0 DPS healers, tanks who don't mitigate, Black Mages who spam Blizzard -- hell, I was in the lv95 dungeon around a week ago and the Red Mage with us didn't press a single AOE attack the entire 23-minute dungeon, dualcasted Jolt more often than not, and never touched half of their oGCDs. Their search info informed me they had somehow gotten all the way to level 98. Likewise, a few years back I watched a friend attempt Pagl'than (level 80) with Duty Support. On the first boss, he didn't seem to realize that standing in the lightning pulses gave him vuln stacks, and due to tank privilege he wasn't in any immediate danger of dying so he didn't move out of them (maybe didn't even realize he was getting hit by an avoidable environment hazard?). He accumulated 8 vulns. When the tankbuster hit him shortly thereafter, he went down like a sack of potatoes, and had no idea why.
The game seriously needs to start expecting more than the barest of bare minimums from players way, WAY earlier, so they can learn iteratively throughout the entire 1-100 leveling experience.
Oh, the thread got posted on 4chan. No wonder.
cause saying things like this is nothing more than "expressing a different opinion."
that isn't a completely reductive bad faith argument at all............................................................................................
Reporting aside. So long as you do this one to just get the clear at least you’ll get what you want. People can and have cleared the fights with seven players easily. I just hope that you are okay with the possibility, of some people being agitated enough to report you, or if there is a wipe vote to kick you. But in all reality it sounds like a joke so I won’t put in much stock on that being anything more that that. Literally you can just put your best foot forward for 15 minutes per fight and then you don’t have to worry about it ever again! You can always watch it again through the unending journey. Also literally people who are trying and die and people who purposefully die are hard to spot. Just accept the raise and people will be none the wiser, I assume. The fight is chaotic enough to kill some people consistently
Just here to add to the voices outweighing the complaints. Absolutely love the difficulty level of all of the content so far and think it's perfect for bridging people to raiding if they are interested. Well done, square enix!
During EW, lots of players, casual and high end, found that alot of the non-savage, non-ultimate content put them to sleep because they were too linear, too casual-friendly and too easy. Yoshi-P even noted this during one of the streams. The Alliance Raids for EW had one that consistently put people to sleep cause it was just that much of a snooze fest. Dungeons in EW also suffered, I know more people who took hiatus in EW because the content they do put them to sleep then any other reason. 6.2 dungeon is another example..
DT is them fixing that, by upping that difficulty across the board. Yoshi-P literally pointed out the trick for one of the expert dungeons is "Don't try to greed." - and if thats a trend that happens from casual to ultimates, I can live with that. Cause people do some crazy things to do damage.
Dungeons are not hard, you just have a skill issue.
theres a 500 page thread on healers complaining that shits too easy and they have nothing to heal, now that baby content has some friction people are complaining?
For me, the game is at its best when you can get more damage if you work super hard but definitely don't need to. I like the option to push myself to the next level and how good it feels if I can do it, but I also like that it doesn't leave anyone behind, it's my own personal choice. Everyone else can run from the ghosts, I will try to dodge between them and maybe die sometimes while I hit the boss!
As a "long" time player of 14 (Read: Since E5-8 / Ruby as the current EX). I have to say the difficulty increase is genuinely incredibly welcome. EW was incredibly easy, to the point I could probably fall asleep in a savage fight and wake up with it dead, DT is a very welcome bump in difficulty and interactivity, the only gripe I have, and I'll admit it's a minor one, is M3 is slightly annoying on Samurai due to his repeated insistence of being on the complete opposite side of the map repeatedly and my dash having a 10s Cooldown. (Admittedly a skill issue, I should be using Yaten prior to the first dash snapshotting to chase down better, but hey, sometimes I make mistakes). The insinuation that the normal modes are "As hard as Extremes" or "As hard as Ultimates" is frankly fucking insulting. Please improve at the video game. This goes doubly-so for any of the "MSQ" related activities people have whined and cried about in this thread, some people 'should' be skill gated out of being able to clear things, the point of a game is overcoming the challenges of it. Not to be an interactive movie.
yeah the difficulty is already getting super out scaled. Pmuch have to chase the dopamine of the early release window for new content before you just start melting through bosses and mobs with no effort. Feels like content should sync max IL lower than it does (currently) so you can preserve the experience.
1. I think the difficulty is perfect as it is for the content it is aimed at. You just need to pay attention to the boss, see what tells the boss is giving off prior to a mechanic happening, and then connect the two dots. At the very least you should be able to perform your 1>2>3 during this. Just pull through it, it isn't insurmountable. In some cases you can actually look at the platform and get a good idea where to position yourself if you aren't certain, this is what I did on Anthracite, for example.
2. I do think there is merit in a 2 tiered system, for 'normal' dungeons and then your 'expert' dungeons. The problem is that beyond this patch all future dungeons are going to be tied to MSQ more than likely, so there is naturally going to be a curb on how difficult they can make them, even for normal content. - I do think that the current story mode dungeons are fine. But I think doing 2-tiered would allow them to be a little more creative with dungeons on top of what we already see, even for current experts.
3. This game really needs to do more to teach their players how to... Play and what to look out for. This is one of the devs' biggest failings, and whilst they continue with this, there are always going to be a lot of people naturally against some form of resistance.
4. Good lord some of you are pretty vitriolic LOL.
I personally like where the difficulty has fallen for dungeons and normal raids/trials. The story trials felt like big climactic moments that didn't require discussing strats but were a step up from dungeons. The raids likewise are a step up from there. More difficult than the trials, but still something you can do with randoms with no real organization.They're harder but still leave some room for error and with still a significant bump in difficulty between them and the ex trials.
I would be very disapointed to see the difficulty level of these nerfed. They may take some learning. But as the cap in difficulty before jumping out of casual content altogether, I think they're at the right level.
"People" is one single person with 18 posts stating an opinion regarding fight design. There are over 550 posts in this thread full of people who disagree and love the new content as-is. This is likely the most unanimous sentiment ever expressed in the ten-year history of this forum. People are just making a boogeyman to immediately dismiss any ideas or opinions regarding the content.
55 pages goddamn lmao.
I'm just here to add that I am another *mostly* casual player who loves the new dungeons. The only way I can think of them pleasing the folks who just want to breeze through content and take in the story, with the least amount of effort on the dev's part, would be to add a very easy mode option that doesn't drastically change mechanics but does artificially increase your ilvl so you're able to fuck up more. The people who run with Trusts definitely have a harder time in my eyes, because if you die then the NPCs aren't gonna rez you, you just reset. I feel like someone who runs Trusts is more likely to be the type of person who doesn't enjoy more challenging content, so that could also be altered to be the "very easy mode" route in general.
Other than a solution along those lines, idk man my thoughts echo everyone else who enjoys that they're giving us some fresh mechs to play with. I've been gradually leveling every combat job solely through roulettes for a long ass time now, had to do every normal dungeon/trial/raid many many times, and I enjoy trying to improve bit by bit in everything I do, so I definitely appreciate something that gets me engaged without me needing to come up with my own games (like trying to outdamage other DPS, trying to perfectly mitigate everything as tank, or hoping that I'm with a team of new or bad players when I'm a healer so I can press more than 5 buttons).
i run trusts first time for DT for the extra story content alone, but i know what you mean if its running only trusts and never in a party. its such a pain in the ass when they single target and take forever to kill things. only tried this in DT and it was probably the worst time ever lmao.
The game was getting legitimately boring with how mindnumbingly easy it was becoming. Roulettes felt like a chore because no matter what dungeon I got it was going to be pathetically easy. Now I can actually do Expert roulette and have fun, I haven't felt this excited about dungeons since ARR. I'm sorry that it's too difficult for you but it is what it is, people like you didn't have much sympathy for people like me before so I feel it's really hard to feel bad for you now.
Good news is that the non-optional content is as easy as ever so you're not locked out from the MSQ.
Too easy. No irony or toxicity, Normal Raids are too easy. I just don't complain about it because they're meant to be.
I haven't logged into the forums in years but I saw this post circulating and had to put my say in.
Absolutely I do not want them to adjust the difficulty to be easier at all and I want my voice to be heard just as much as OP.
It's quite literally a skill issue if you're incapable of learning these.fights. I'm sick of people being coddled. There are people at level 100 that don't understand basics and it baffles me how they got as far as they have.
This is a puzzle game. Raids are puzzles. Please figure them out. Don't nerf. I wouldn't even mind them being more difficult!
If that's your case then surely we should lock mounts behind Ultimates so there is a good enough "reward" for me too because I actually do Ults? Also, I don't believe this was what the person you're replying to was trying to address, they were more being rightfully dismissive of OP for proclaiming that they're willing to break ToS for their own satisfaction, at the cost of other players.
Also just attaching on the side that maybe the reason that some of these accounts are new (I know mine is) is because I've spent since 4.5 not caring enough about OF brainrot to actually post here and now that we're no longer catering to babies I want the game to stay that way? Maybe more than 1 person does?
I think this is a great argument as to why Square Enix needs to consider new content that is below max level. Limiting multiplayer content to those that have already been playing for hundreds of hours is incredibly limiting for an MMO. The entire game before level 100 is single player. In a subscription MMO. And yet, you must do it, you must not skip, otherwise you are a bad player (per the posters here). You can not learn in level 100 content, you must already be good. Otherwise you need to unsubscribe (per the posters here). FFXIV will stop growing and your game will die out or become an elitist c-jerk like WoW Classic.
For example, WoW PvP has the same problem. Solution? Blizzard released "Plunderstorm", which was a new PvP game mode for all levels of players. Square Enix can do the same thing with PvE content, so that you can teach new players the game without going through hundreds of hours of point-and-click adventure. It will be needed someday. You might not like it, but you're only getting older. Sure, you might be the last generation to play FFXIV, but should FFXIV really give up that easily when other MMOs have been relevant for twice as long and have raised multiple generations of players?
Your voice is being heard 3,127% more than OP judging by the number of posts in this thread.Quote:
I want my voice to be heard just as much as OP.
Final Fantasy XIV will cease to be relevant if people with 10+ years of experience are the primary demographic.
Jesus Christ.
I've been playing this game since 2.1 and I was folding my hands over my head everytime the content got easier and easier. The content that is optional, that is.
If you can't handle it, deal with it and move on. Don't drag the experience down for people who enjoy challenging content.
And you, my man. People play Ultimates and Savage mostly for the challenge and the prestige you get from clearing it. And how do you flex that you killed it? Titles, Adventurer Card customization, weapons and mounts. And this is the reason why you get stuff to flex with. Because it's proof you're good at the game. It's not necessarily about the rewards themselves.
"we" aka the people that feel that normal raids or expert dungeons are too hard are approximately not even 5% of the playerbase. Why should the majority of people, about 95%, who enjoy and also feel completely fine with the challenge presented adjust to your course?
Have you ever considered that the fault is on you and not the game? Have you ever considered improving? I highly doubt that.
if you are capable of learning the fight then whats the issue here? I just hear blablabla if i'm honest. People like you have forgotten that gaming always was, is and will be a challenge. If you want to just sit back and watch stuff go see a movie in the theatre.
Seriously... i wish people like you were born in the 80s like me and experienced what "difficult games" really mean
It does, on that I will agree wholeheartedly, but that kind of spells out the issue: Rather than being willing to bring players up and teach them the fundamental skills underpinning the combat system, we're coddling them and willingly letting them be bad and the playerbase's overall skill level deteriorate because CBU3 isn't willing to make HotN more informative, isn't willing to put a stricter skill gate before current content, and isn't willing to start using EX/Savage to gate out bad mentors. Those are issues that can and should be fixed, but the fix isn't to make the entire game easier. There is no timeline where that's ideal, it's putting the cart before the horse, and shooting the horse so it stops complaining about the cart.
No, some stuff is already starting to fade in difficulty, as ppl are getting gear and experience. I barely have to heal anymore in the new expert dungeons. wait a bit before proclaiming things to be too hard