Fun fact ignoring just bosses you can run the entire damn dungeon without a healer
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I'm really hoping these last two expansions have made it crystal clear to them that artificially propping these zones up with a highly desired weapon instead of making them places that people actually want to go to and do things in is not an effective way at all to future proof their content.
I'll compromise on adding DR to WT if they put it in, say, the PvP section. Or let it hog a trial option. We have plenty of those. I would be salty af if it used up an alliance option.
Talera, we are in 100% accord...and I hope the devs are looking at doing this.Quote:
I'm really hoping these last two expansions have made it crystal clear to them that artificially propping these zones up with a highly desired weapon instead of making them places that people actually want to go to and do things in is not an effective way at all to future proof their content
I don't think the idea of adventure zones is bad at all. They just need to make them worthwhile and retain that worth in continuing to interact with them. Otherwise, they really aren't worth the development time. They stick out like a sore thumb against so much other content in this game that has systems in place within the game itself to keep it relevant. It's a very old school MMO mentality and there was a reason that stopped being the norm.
I dunno; I could go for it replacing an alliance if it took the place of the Crystal Tower raids. Alliance roulette is already unbalanced in favor of them enough as it is, we don't need to incentivize them further. And at this point, I would take anything that gets me out of having to do yet another run of the Crystal Tower raids. Delubrum. Baldesion Arsenal. Anything. Please. ;)
My nearly 2 weeks of minimum 40 minute long Nier raids (thank you damage sponge bosses) would like to have a word with you :P
I very rarely see CT where I don't see a sprout message.
I haven't seen what the makeup is the past few days. Been playing the new Octopath Traveler mobile game and spring cleaning so I haven't been doing roulettes when I hopped in. I'm hoping to see more Void Ark given the requirement for the Tataru quests. I hardly ever see Void Ark unless it's on my WT bingo card and I queue directly.
Genuinely difficult content (Extreme, Savage, and Ultimate) is there for players who want it. The MSQ should not be designed to kill you; this game's focus is on it's story, whether or not you like a given line, and all content is set to "Easy Mode" by default. Besides which, you don't have a full toolbox below the level cap - and because of that ever growing toolbox, even simple 6.X bosses can be more complex than high difficulty 2.X ones.
Difficult story bosses can be incredibly rewarding (hello pre-nerf Shinryu!) but it's not the wisest course for drawing in and retaining non-hardcore players, and as an MMO there needs to be as wide an audience as possible.
I want everything to stay the same, except AST more cards so i can give more paper cuts pls :)
Why shouldn't it? Every other mainline Final Fantasy game was designed to kill you. It constantly presented you with challenges to overcome if you wanted to experience more of the story.
I remember regularly getting my ass handed to me when I first played FFX until I sat down and properly learned to use it's systems like the Sphere Grid, different elements and status effects.
First and foremost, Shinryu was never nerfed. I really don't know why this keeps being mentioned. Trial bosses simply don't have an ilvl sync, thereby making them gradually easier as the expansion carries on. By the end of Stormblood, we were 120 ilvls over him. Naturally, Shinryu is going to melt by then.
Secondly, as Absurdity noted above. Why should the MSQ content be a toothless participation award? It certainly doesn't need to be expressively difficult but at the same time doesn't need to be a walk in the park that's near impossible to fail. Case in point, I just did Castrum Abania with a friend to help them level. I healed a grand total of seven times the entire dungeon. Of those seven heals, less than five were even necessary. The mobs and bosses alike utterly melted. The tank even did the huge pull at the end and I never needed to touch them once. Between Holy stuns and their paltry health, they were almost dead by the time stun immunity kicked in. This is the last dungeon before the big boss and that's the experience players get?
No mainline FF has ever been hard but they've certainly had bosses able to kill you. That's rarely the case in FFXIV outside of first time experiences. Even if you get a new player, the content is easy enough you can carry them through without a problem.