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Originally Posted by
Talraen
So, make dungeons harder, basically? I mean that sounds nice, except a lot of the dungeons I've ran recently have been with newer players and they barely got through them. Healers particularly seem to have a lot of trouble. In a lot of cases this would lead to people quitting the game. That said, I think the problem is less "dungeons are too easy" than "we are way overgeared for them." More closely aligning new dungeons with item levels might help with that, but it's mathematically a much more complicated problem than one might assume. I'd err on the side of easier dungeons too, if I were Square Enix.
In essence, yes. Although, it's less a pure damage spike and more adding a sense of dynamism to an otherwise, in my opinion, stale design. At the moment, dungeons are mindless. We just sort of... do them because nothing practically interesting happens and I would prefer seeing that changed more so than simply bumping the ilvl. Keep in mind, we have multiple tiers. Leveling dungeons absolutely should be quite reasonable for less experienced players but we can be a bit more creative with Experts, especially if they stick with only two.
I strongly believe many people struggle because the game does a poor job incentivizing improvement. You only shrink the skill gap between players by bringing the bottom up. That can't happen if everything until EX Primals is essentially a faceroll.
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As stated, this will not work. The reason is, as a white mage I could grab the healer body for White Mage, then the healer pants for Astrologian, then the healer head piece for Scholar, while the poor Dragoon can only get one piece. That said, this is a solvable problem. You could cap tomestones by role, or to not screw DPS, by sub-role (melee DPS/ranged DPS/caster DPS). Or you could not cap tomestones at all and every time you buy a piece, you are restricted from buying another piece that shares any of that piece's jobs for the week (so you could get WHM, AST, and SCH weapons in the same week, but only one piece of their other gear). You could also make every piece of tomestone gear, including accessories and belts, for a single job, but that would actually make gearing up much harder. Again, it's fixable, but it's not as simple as it seems.
Ah! I should have rephrased since I meant to imply what you summarized.
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Didn't people complain about Alex Savage already? As someone who has no interest in Extreme or Savage, I don't care one way or another if they add a higher difficulty, provided there's no story or mechanics I care about locked behind it. But how do you propose adding this to "any fight currently in the game"? Do you just multiply enemy HP and damage, like an evil echo? That might work, but it wouldn't be particularly fun. Or do you expect them to retune every fight in the game for content presumably even less people than already do savage would ever do? That would be a waste of dev time.
They did, however this isn't intended for them. And yes, it would be a straight buff to all the bosses' stats. The devs actually mentioned doing this for odd patches to keep raiders occupied, though they didn't say whether it'd be a single fight or the whole raid tier. Either way, it would only be a stat buff to limit developer resources.
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I can't see this happening, but I very much like the idea. The best thing about 2.0 was the crafting system, and I felt like everything they changed about it in 3.0 (scripts, specialties, needing way more materials to make basic stuff) made it worse.
Sadly, I agree. I feel the devs applied the same logic to crafting they did raiders: slow down the hardcore. It just doesn't work. Omni-crafters have alts, thus the whole scrips and Specialist system only hurt the tier below. Hopefully, they do better in Stormblood and Heavensward was a lesson learned.
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Scaling, yes. Tying it to Relic, dear god no! Unless it was purely optional. But I don't want to ever be forced to actually deal with the drama of hunts.
Optional, definitely. Or have smaller hunts like what rank Bs are. You could even implement a system not unlike how Aquapolis spawns mobs when you locate a certain area. That way, it's something you can just do with friends on a smaller scale if you prefer.
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I feel like they're going to misinterpret this and make every step totally different, lol. I mean they actually kind of already did this. The umbrite/sands step allows a lot of ways to progress, they just all kind of suck. Building on what you said, I'd love to see a light step where you get bonus light every time you change content or something. It's no fun that your choices are A1S (or Garuda) grinding or waiting forever with the knowledge you're not being efficient.
*cries at mention of umbrites*
Knowing how they have progressed the relics, probably! But yeah, I would love if they encouraged more content. I don't actually mind the HW light grind but the "windows" just makes it so everyone waits on A1 to be Sturdy. Here's hoping the refine it more or Eureka has something unique to offer.
Tossed on queuing with multiple roles/jobs to my last post too. Forgot about that one. :D