All the "MM" in "MMORPG" means is that there is a large number of players occupying the same digital space at the same time.
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I mean there is the tedium if you don't like it, but there is also the fact that it kind of neuters newbies from liking it because it gets inaccessible. CBU3 dumbed down jobs in order to make it more accessible to people to go do Extremes+. but they don't understand that the accessibility wasn't on job complexities but on how they have designed their content.
Or they just straight up lied, and dumbed down the jobs because it was easier to design them that way.
Sure, but the description was created for games where that was a palpable part of the actual gameplay. Outside of the latest EM content and FATEs early in each expansion, that's rarely the case here. You could reach a majority of the game's new-player-facing gameplay in any single-player game that offers drop-in multiplayer through which to replace the core supporting NPCs in content (say, Divinity 2, BG3).
If your friend does not like the walking around doing quests and reading dialogue, this game is not for them. Think of this game like a really long movie with fight intermissions in between. This game is a core Final Fantasy game before it is an MMO.
I'm not talking about optimisation. I'm talking about the basics. I don't think the game should allow people to hit level 100 as a WHM with only glare and cure 1 on their hotbars.
In what sense do you find Dawntrail dungeons harder than previous expansions? I think most of the complaints on Dt release were coming from newer players who started during Endwalker and hadn't played a dungeon without being ilvl synced before. Some of the bosses one or two overlapping mechanics but that's fairly normal. Overall I think the dungeons are the easiest they've ever been. There are no interrupts any more. No debuffs that need to be cleansed. There are a ridiculous number of forced single pulls, no big pulls bigger than 2 packs, and tanks have been massively overbuffed again.
I think the dungeons have been at their "hardest" ever. Fast paced DDR everywhere, gotcha mechanics, crapton of visuals cues to keep track of else you get your vuln stack (or potentially die), until they decided it's not working or they don't want to do it anymore somehow with The Underkeep which feels back to the usual formula.
If anything that's why the battle system has been dumbed down so much that it doesn't get in the way, and the tank literally cannot die.