Its called savage, it is supposed to be HARD.
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Ilvl 200 for the entire group becomes more approachable as you get esotaric tomestone get and savage drops from floors 1, 2, and 3. That's where the progression aspect of gearing comes in. But we haven't gotten that far anyway, even if a group is extremely lucky with diversed drops, they wouldn't have more than 2 or 4 people that are above ilvl200
I personally don't like the gear gating concept. When I heard Alex Savage, I was expecting SCoB Savage style mechanics. Instead of getting intense mechanics, we got gear checks. The argument that these encounters are hard is incorrect. The mechanics in and of themselves aren't anything special from what I have seen. They are mostly gear checks and will make the encounters laughable in no time. The majority of players couldn't beat Savage SCoB in full Dreadwyrm/Ironwork BiS at lvl 50 and that was outgearing the content. That is how it should be, hardest content should actually be difficult, not locked behind gear.
Thing that sucks is the world 1st clear is not gonna go to the most skilled group it will probably go to the luckiest group who got the better drops for there raid comp
New raid content with normal and savage after all the complaints of raids being too easy in 2.0, and now you're saying the new raid savage is too hard and feel impossible... Isn't that what, Oh I dunno, a whole lot of end-game raiders asked for? And what would happen if a lot of people did pass it? "Blah blah blah Alex savage too easy! WTH SE give us something difficult, something that feels "impossible to beat!" I swear I heard someone say that in SCoB savage and/or FCoB.
This is just one of those time where I rarely say, deal with it. You got what you asked for, so just sit there and enjoy it.
I didn't play when BCoB was current (it was DF'd and echo'd by the time I got to 50), but I was around for SCoB before the nerf/DF, and FCoB on release.
Second Coil (and by extension, SCoB savage) was imo "hard" for all the wrong reasons. The gear check wasn't really there, it was all oriented to playing the mechanics and the mechanics only. If you mucked up just one one of the persisting mechanics, it didn't make it significantly harder to clear for that attempt, no, it was a total party wipe.
FCoB was ideal for me. It had hard number/gear checks with how much the tank busters did, the urgency of dpsing adds/phasing, and healers keeping the party alive. Mechanics were also there and messing them up would create huge bumps on the road, but they weren't spot checks that would lead to a total party kill for messing up.
Yeah, for your personal viewpoint, it is. However, in terms of its design, its meant for the general population to farm out their ass, to gear up with. Alexander Savage is where its like Coil where its meant for a challenge to overcome. A long term goal to work towards.
As4 gear reqs eso gear either full set upgraded or Savage Gordian gear then learn the mechanics
A- Players complain that raids are to easy
B- Players complain they are too hard
C- Players complain they made a dungeon too hard and you need gear and skill to complete..
If I was a developer id be beating my head against a wall..
Why do gear and skill checks need to be mutually exclusive? Ideally, a properly balanced game will have a little bit of both.
You always have that response because we are humans. If you take twins with the same skill it can happen that one of them feels like the content is too hard while the other feels like the content is too easy!
As Developer you have to find a balance and the problem is if you lock progress behind something just 10% of the whole playerbase can pass through... Its not a matter of "easy" and "hard" mode if you have to pass hard mode to progress with gear. Thats why most developers are designing content "easy".
One way to make it harder is when players begin to challenge themselves with fastest speedrun, server first kills, undergeared, underleveled clear or restriction in what items to use and so on. You can always make it harder!
To make it easier there are some ways with leveling up and overpowering or with gearing up and overpowering, but both we can not do in FFXIV and even then we have the very long waiting for the next patch until we finally can make it easier... They need to release it at same time to give players the choice and not waiting for next patch!
Look at Zelda games, challenge does not come from "DPS-checks" neither from "onehits"... its more like trial and error, but we dont have that in FFXIV because its like "error = death"
Actually most people argue that bosses are too hard or too easy, assuming that the only thing which make a raid interesting is its difficulty.
But that s simply not the case. Bosses must be interesting and fun. The difficulty of an encounter can contribute to the value of the encounter, but one cannot just make a very hard, but boring, boss (like those in alexander savage) and expect players to find the raid interesting.
I'm sorry but from a veteran raider from FFXI, wow and even wildsta,r alexander savage is just garbage. Last time I saw such crappy bosses on a game design standpoint (not saying they are easy) was BEFORE wow vanilla (which was released in 2004). I don't know why they'd do that, as Scob and fcob were quite good on a game design standpoint.
While it is true that gear progression is a common element in MMORPG (I won't say important, as it is just an artificial way for the developpers to make players keep playing the game), generally there are more than 4 bosses in any given tier of raids of games using such gearing mechanics.Quote:
Gear progression is an important element in traditional RPGs and should remain one of the requirements for beating savage.
Different strokes (and experiences). Alex normal was faceroll easy for me, but I raided the middle to hardest content in WoW for years. I've seen LFR modes that were more demanding than Alex normal (though to be fair, not by much, and 3 people carrying the rest was very real.)
The sad truth of it is that when you have only two tiers of difficulty but the skill of the player base varies among three (high, middle, low), someone's camp is going to be alienated. I think no one expected it to be the middle group when you factor in the easy content that exists already such as expert roulette and 24mans later on.
Sure echo/tomes will eventually catch up those who can sleep through normal, but don't have the discipline for savage, but if their focus is raiding, they'll likely be quite bored in the meanwhile.
Yoshida has come out recently in a Famitsu interview addressing the difficulty of Savage Alexander.
A1 and 2 Savage were intentionally designed to be FCoB tier in difficulty, while A3S and A4S were designed to be SCoB SAVAGE difficulty.
For added context lets go down and breakdown how raiding tiers work, between FFXIV and WoW. Usually, the general opinion of worldly seasoned raiders during Coil were that while original coils were harder than your bottom tier WoW raiding, Heroic tier (Think SCoB Savage) was considered harder.
That being said, when SCoB Savage first came out, literally everyone I know would describe Savage at its intended level was harder than any raid fight in WoW. At full i110 BiS, it took the top tier raiders a full MONTH to down T9 Savage.
The latter half of Alexander were designed with this mentality in mind, and we didnt get 3 1/5 months to gear up and prepare for it. A4S has been built to be the hardest fight in this game period. This is probably the hardest fight a majority of these raiders have seen in their entire MMO career. It's not just a gear issue, these fights are built to curb stomp you into the dirt.
It makes no sense to make those sort of comparisons. Mostly due to the fact that people who play at the highest level on wow (method, parangon) simply aren't those who plays at the highest level on FFXIV. FFXIV is not a game taken very seriously amongst the raiding community because it simply isn't a game which cater to the raiders.Quote:
That being said, when SCoB Savage first came out, literally everyone I know would describe Savage at its intended level was harder than any raid fight in WoW.
What does "hardest" mean ? If you talk about "impossible bosses to kill until a certain item level is reached" then wow had its share of boss like that (Cthun, Kael Thas, LK HM, ...). Also as I said "hard" doesn 't equate to "fun".Quote:
This is probably the hardest fight a majority of these raiders have seen in their entire MMO career.
Also if you take a look at the wow historical raiding world first timeline : http://manaflask.com/en/world-firsts , you can see that a lot of bosses lived more than 30 days.
Its kinda sad how you can see those world first dates get smaller and smaller as WoW progressed...
Another thing to keep in mind is the nature of WoW vs XIV raids. Majority if not all of WoW's raids are 10+ players, compared to FFXIV's 8. To compensate, WoW limits your amount of revives in a fight, while XIV allows for unlimited revives, but with weakness as a punishment, which might as well equal TPK in A3 and A4S with how tight those DPS checks can get. While ideally you should have zero deaths period, you can afford a couple slips in your typical Mythic raid, death in XIV's raids comes at a far greater cost.
Not to mention not just DPS checks, but timing on the completion of mechanics are tight in A4S. For example poor timing between the killing legs and quarantine will guarantee a TPK 100% with zero solution other than git gud.
Overall from personal experience, there more going on in A4S delaying clears than just "muh gear check".
some more gear would help though...
You also gotta keep in context with how raiding has changed in WoW throughout it's expansion. C'thun lived for as long as he did because for for a period, he was literally impossible to beat numbers-wise.
TBC, while raid instances were technically released at the same time, were also gated with each other and had a lineiar progression. This is also when they added justice/valor points (think tomestones) as an alternative way to gear up so you weren't stuck with uncooperative boss drops.
WotLK had limited attempts which cut down how much progression you could actually put in per reset. It was only until Catacylsm and onward did they get rid of the limited attempts for heroic bosses, and the previous difficulties (including LFR, or the "crystal tower" difficulty) having entirely different loot lockout resets, thus making gearing even more accessible to meet checks.
Then don't try. Secondly "fun" is subjective and I certainly think harder content is fun. Further more this has nothing to do with wow.
The fact that 3 people could carry a 25 man team in LFR but *can't* carry an 8 man team in Alex normal just means the challenge is different. Because it really wasn't really hard, WoW LFR. It wasn't a gear check, it was a mechanics check. No more.
And I've duo'd Durumu from 60% with a bear tank and my rsham.
Once people got gear, the idiot DPS taking an orb in A4 isn't getting one shot by lazers. The tank can take three, four in a row without *needing* heals between all of them. Etc.
TL:DR, FFXIV fights are midcore mechanics, high gear check.
WoW's fights are mechanics checks, gear is laughable.
That's why the raids are cleared within hours of launch.
well, i knew something was familiar about that topic...
http://www.gamefaqs.com/boards/67805...eborn/72347271
anyway, now it's just a matter of time until FireMage7777 shows up and they start to fight each other even on this forum...
Durumu was actually the exact fight I was thinking of. Neither normal Alex nor WoW LFR are hard, but my point was that fights like Durumu and Ji-Kun had more to watch out for in LFR than normal Alex does even if you could basically duo LFR Durumu. I think you said it better/more clearly than I did.
looks like Elysium cleared A4S https://gyazo.com/58082bfb6a39465af17f4317f7cd060c