Originally Posted by
Alexandre_Noireau
And that's some deeper mechanics that the game has not teached properly, yet implements soon after the next difficulty step, thus, making the playerbase "what it is" instead of what i could be.
For example, the lack of more of this dungeon design shows why bosses like Cidolfus are so harsh on the first days, for many of us, harsher than they should be. One or two tries should be enough, but many many people struggle tries on end.
The game simply has not teach them to think outside a rule that reinforces so much, so so so so much,
And on the contrary, at harder level difficulties, telegraphs should be most inverted/disappeared, that's the direction in a way.
Well, dungeons and 8/24 normal raids are too steep in many cases for most players, the only gap it could be filled is if the game throws more curveballs at you with difficulty, just a bit.
This even benefits the overall gaming experience, i honestly think one of the reasons why zenos is so liked by many characters (his trial during launch was kinda steep), and in general many of the really liked characters of this game at some point have been truly difficult content, the difficulty itself gives them some extra. After all, this is a video game before it is a story or a "relaxed experience"
I would legit, put a fight like the level of mustadio/agrias at least in the level 75 dungeon, and the last trial of the expansion should be like Cidoulfus. Honestly Orbonne has a very nice difficulty curve. At the end though, just a bit more. A bit more.