https://www.reddit.com/r/ffxiv/comme...rward_another/
More elaboration on topic.
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Q. Are there are any changes to the concept of the next Savage Alexander raid tier that we should look out for?
Y. The overall difficulty be lower than the previous Savage raids.
Q. By that, you mean something anyone can enjoy?
Y."Anyone" can cause misunderstandings. Besides, that would defeat the purpose of the normal mode difficulty. The fact it's a high end raid will not change, but those players who were able to clear all floors of the binding coil of Bahamut( he means all 13) will probably be able to clear it around about the same time as back then. There are mechanics that are difficult, but the level 60 rotations are difficult to maintain DPS at a high level while doing mechanics and that is what is widening the gap between player skills. When i take a look at the players' logs, that gap is really obvious to notice.
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Q. What do you mean by that?
Y.Players can do the mechanics correctly but most players are having a hard time doing the mechanics while they maintain their level 60 rotation where they need to make instant decisions (editor note: like not using GS on dragoon so you can keep your BoTD before a phase transition instead of just doing the template rotation where you lose your BoTD if the boss is gone)
Y.The DPS gap between players is extreme....Those who can do it can do it, but those who cannot find it very hard. The players who can instantly choose the right rotation depending on the mechanic have already cleared Midas savage but i think the bottle neck is "needing 8 players at the same time". Judging from the data, the item level has increased and that has been put on top of players' DPS but it's not looking good enough to get players break through their current situation.
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Q. I see.
Y. That doesn't mean we can just switch and change all the level 60 rotations instantly, so this time around we are going through with the mindset to change the difficulty of the content where it doesn't require such a rough rotation. Learning the mechanics and actually dodging them, reacting to RNG aspects and on top of that, for example where would you use up your BoTD buff or where do you refresh your enochian earlier than your normal template rotation... that sort of players' instant decision making is what greatly influences the gap between DPS numbers.
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Q. In other words, it relies to much on player skills?
Y.Yes. Basically, the 2.0 rotations were simple so it made it easy to maintain that rotation while you busted mechanics. To add to that, excluding monk, there weren't many actions where "If you drop or lose this buff, your DPS plummets". Back from those days, Greased lightning was the key for monks and that was what the job design was supposed to be like, but now almost every job has that sort of element. That space is left for contriving, but i think the difficulty was too high.
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Q. Are you going to continue to make content easier?
Y. It's not fully confirmed, but i have a feeling the current rotation is too difficult for players, so the difficulty of jobs as a whole will be dropped by one layer. It's timewise impossible to implement those changes during the 3.x series, so we decided to lower/hold down the difficulty of the raid itself instead. Like i said before, it's a "high end raid" after all so there will be people who still struggle but i would like to solve that with the help of item levels.