It's almost like there should be different difficulty modes for players who prefer a greater challenge.
Oh wait.
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It's almost like there should be different difficulty modes for players who prefer a greater challenge.
Oh wait.
Hahaha true that.
I just got out of a run of Orbonne where (without wiping) everyone in every alliance died at least once.
Heck, we lost about 8 people across the 3 alliances on the first trash pack.
Brutal.
And no one was new to the duty.
Yeah, sometimes I need a run like that to remind me what real FF14 roulettes are actually like outside my static haha..
Cuz like, Orbonne isn't really punishing anymore.
It just has nice mechanical variety.
But even that looks like it can be asking too much.
I had an almost wipe in Ultima Weapon yesterday. You can't make that up. Both healers had to wait for the elevator, and when we made it to the group, most of them were already dead. Some already running back, some stayed on the ground and went afk, some still kiting.
There was at least one first timer in the team, so for someone, this was a mandatory step of the MSQ.
It's a FF game, story is king. The MSQ locks most content away, it has to be done, and some things are dependent on other players.
Until they make every dungeon trust compatible, they won't get any harder.
I honestly wish I could like this comment more. I've been saying this for years. Not only here, but other MMOs I play which have similar takes.
The forum community is always elite players who never, ever make a mistake in anything, and they always want the game to be INCREDIBLY hard, punishing and unforgiving. Maybe even permanent death, or that the very least the loss of all your stuff (which some old MMOs used to do.)
Thank god the forum community in almost any game makes up such a tiny fraction of the overall playerbase. There is a reason AAA MMOs have mostly easy dungeons.
It's because the age of the average gamer in the US today is 35 years old. And most have families now. This isn't 2005 anymore. Most people that started playing old school games are now adults. They play a couple hours a night or whenever they can sneak some time in. They don't want to spend time figuring out crazy hard dungeons.
More so in a Final Fantasy game, where story is king.
Most if not all duties people have complained about being too hard are ones that required people to actually do mechanics to clear.
The 2 party duties that stand out were that one at the start of HW with the dragon crossing the bridge that basically was the entrance into actually doing HW or going to those areas and the other was Shinryu normal at the end of the initial Stormblood MSQ that needed to be cleared to start the actual endgame at that time or even access the tomestone vendors. The others I remember seeing were solo MSQ duties that also had mechanics that had to be completed or it would fail.
I dunno, the final boss of ffviir was pretty challenging even on normal.
Hard was well... Harder.
In fact, most final fantasy games have had difficult story fights.
Yunalesca and Seymour in X, for instance. Several xiii bosses, a large amount of original 7 bosses....