The problem as usual is that most of the content has little to no replay value.
The ultimate and maybe the chaotic alliance raid are the only things likely to occupy people for any significant time in 7.1.
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The problem as usual is that most of the content has little to no replay value.
The ultimate and maybe the chaotic alliance raid are the only things likely to occupy people for any significant time in 7.1.
I understand that this is a lot to read, but I'm not doomposting and I did not say that the game is currently in maintenance mode. Yoshi-P said himself that his plan is to support the game for the next 10 years. He didn't say 20 or 30 years iirc. 2-3 expansions = 10 years, depending on if we include DT or not. And the reason I mentioned maintenance mode is because I have more ideas, but they require fundamental changes and I don't see them implemented to this game if it lasts only 10 years before going on a maintenance mode. I appreciate your honesty tho.
I don’t agree with everything like that we have too much casual content (like not at all) or that fights should be easier to be solved mechanically but hit harder (there should be a balance. I like the thrice comes ruin mechanic but not everywhere. There comes a point where the health bar becomes useless).
This will also more or less give tanks just more tank privilege and casters a harder time because they are squishy.
I think we need harder hitting tank buster, more DoT on the players that can actually stack and more randomness on who the target of an attack is (an auto that every so often targets another player) as well as more tank responsibility.
With the rest I mostly agree.
Multiple path dungeons should be like in Variant dungeons. Not regarding treasure chests (every tank will probably just go the shortest route and I already see the drama of that) but with just different mobs, scenery and maybe boss mechanics.
Ideally it would be rng in what path you get.
The overworld needs more.
High level mobs running around (maybe higher than max level) even in the old zones (just make it so they don’t aggro new players), kinda like special enemies in Xenoblade with its own music and so on.
Make it so there are some that need groups and some that are like duels so everyone has something.
I like the lockpicking treasure chests idea. More chests in the overworld you can search for, they can have random rewards from tomestones to glamour,
Bonus points if you can find older savage gear in them.
All in all just more RNG and more use of things they learned in other content like field zones and implement those in the normal game.
We have those already with criterion.
Even more savage is exactly not what this game needs.
We already have a good amount of challenging content for high end players in the form of savage, ultimate, chaotic in the future, Duels (yes some of them are really hard). Almost every mode has a savage version nowadays.
We need more things on moderate difficulty at most like CLL or Bozja critical engagements.
Well if it has 3 more expansions left to live, it's 6 to 7 more years, I'd say that's fine by me.
I'm curious... How do you read the patch notes for the upcoming 7.1 and come to the conclusion that the game caters to casuals?
Us casuals, all we're getting is 3 hours of story, and 45min per week to repeat ad nauseum the same 24 man raid, at best. Raiders are getting the new Chaotic, a new Ultimate, the next Unreal and a new Extreme trial.
And I assure you, it's very possible for casuals to complete all the casual content. I know, because I've done it. From ARR to DT, it takes around 3,5 - 4 years to complete every single piece of casual content, and then you're left with FATEs and Hunts.
All I have to look forward to for the next 4 months is attempting my solo Deep Dungeon runs.
In my personal opinion, they need to tone back on all the endgame hardcore raids and give casuals more interesting and fun things to do.
Apologies. I probably should've qualified... Temporarily. If they lack the resources to do both at the same time, they should temporarily tone back the endgame hardcore raids to give everyone else more fun things to do.
I didn't meant to suggest they stop catering to hardcore raiders.
Alternatively, they should just go ahead and put up the necessary resources and funding to make more things for everyone.
There seems to be a huge misconception of what casual actually means. There is no reason not to try all that the game has to offer, including EX, savage, and ultimates. Anything can be cleared if you are willing to invest enough time into doing so. The only factor that sets apart a casual to a hardcore player is the amount of time they are willing to invest.
Plenty of groups out there that tackle "hardcore" content in a casual manner. Plenty of groups out there that are comprised of very new, and with a very basic role understanding of what "hard" content means. The only thing that is missing is the willingness to attempt it.
While varied content is a good thing, those challenges are part of the game's diversity.
I’m judging by the previous expansions. In EW we got variant dungeons, island sanctuary, relics with zero grind. Not to mention devs are too scared to make content more difficult, in the LL Yoshi-P said that the 7.1 dungeon will be easier than the expert dungeons… For real? Were these difficult? You can fail multiple mechanics and still survive so what I do is I just ignore these mechanics. Why would I care about the aoes if they’re not going to kill me? Devs probably want to make the MSQ as accessible as possible, but maybe it’s better not to tie content to the msq or let giga casuals go straight to the explorer mode.