Give this man a medal, I don't think I've ever seen such a brazen ad hominem before.
Printable View
No, it wouldn't, especially on trash. Isolating the one mob you need to stun is not fun. Maybe on bosses, but you can't really react fast enough if the stunner fails to do so. The more tactics you add, the more ways players can fail, and apparently you can't trust the players to do well with easy content now. Why on earth add more?
3 fights out of how many?Quote:
As for the forums claiming everything is easy. You're inferring nonsense. Thordan, Sephirot and Nidhogg are all talked about as fairly challenging EX Primals; the former two being highly praised.
And a lot of ex primals are considered easy by forums, and some savage tiers. Thordan ex is a high bar to not be considered faceroll.
Yeah, I have. The problem is they increased the speed of incoming damage, so when i try to slowball it, the dps can now die from an attack that they could survive if topped off. And the mechanics that affect us all are now faster and rely on greater raid positioning and awareness, so they take hits more often. The bosses feel slightly tuned a bit more, so they also take more damage with more spent in mp. I'm generally aware of overhealing and stuff, but when attacks now start doing 26k damage or more stacked, when it was 14k, you're gambling a lot more on raid members keeping themselves up. If i gamble wrong, and they die to damage they could survive, it doesn't matter if i did 500 more dps when they do 500 less due to raise penalty.Quote:
Have you considered, you know, not doing that? Everything you described is easily remedied by adapting to the situation and learning.
And honestly, the least appealing thing in the world are this game's ex trials. By the time I've cleared, I'm so sick of the thing that I don't even care about the mounts. The idea that casuals are just chomping at the bit to get into them is hilarious to me, how you feel about pagos is how some feel about them.
No, shin was just a jump up. I usually compare it to nid story, especially the add phases. I mean, 3 mobs with one wandering for Nid, 3 sets of adds with 3 meteor drops that can easily kill players with shin. But this is the faceroll thing again, you can't even say it was harder, because peopel jump on you over it.Quote:
If everything stays easy, people become complacent, which is what results in the sudden shock when you try moving up a tier and nothing you've done works. This is why we see people whine about Shinryu normal.
And it doesn't matter if gradual, you still reach a point where you bow out. Its just better that its in ex content than in story, because the former doesn't gate content for people.
Fun police Riyah at it again. If you like something she doesn't you're objectively wrong.
In Heavensward alone?Quote:
3 fights out of how many?
And a lot of ex primals are considered easy by forums, and some savage tiers. Thordan ex is a high bar to not be considered faceroll.
Bismarck EX
Ravana EX
Thordan EX
Nidhogg EX
Sephirot EX
Sophia EX
Zurvan EX
So...7. 3/7.
...I have a crazy idea. What if I transferred one of my characters over to your server, and we partied together for a little bit? I'd like to see things from your perspective. I'm not as good as most of the folks here on the forums, so you wouldn't have to worry about 'raider mentality'. Honestly, I want to understand your perspective on things - there's only so much words can tell.
As was pointed out earlier, the MSQ isn't there to prepare someone for raids. It's there to prepare them for the next stage of the MSQ.
It doesn't matter how hard SE makes the MSQ, those players will never be prepared for the difficulty of the optional content. But making it difficult will discourage them from continuing to pay for the game and help fund that optional difficult content you do want.
If you end up with someone in the group that can't handle things, then remove them from the group. Be polite about instead of being a jerk but remove them.
And yet it's SE that sets the difficulty level for the MSQ content. The question becomes if that difficulty level is reasonable when it is their game design funneling players of all skill through it together.
Getting players invested in a story then telling they they can't continue with the story because they've hit their personal skill cap or comfort level for difficulty is a pretty crappy way to design a game that survives on subscription retention. All you do is turn away people who were otherwise happy to support the game financially.
Why I wish damage meters were a base part of a game UI. People need to have an objective measure so they'll know if they need to improve to enter into certain content. They can then choose to work to improve or accept that more difficult content is not right for them. Most people will understand they're holding a group back when presented with an objective measure of their performance.
It doesn't change that I don't feel that the MSQ is the appropriate place for skill tests to be implemented since it's mandatory for all character progression, even for players only interested in crafting and gathering.
The skill tests should come with the first encounter of the optional content. If you can't defeat the first, then you can't continue to the second and so on. Another option would be to expand Stone, Sky, Sea and The Circles of Answering into scored proving grounds. If the player fails to perform to a set standard there, they can't queue for the related duty. Groups created through Party Finder instead of Duty Finder are always free to remove a player at any time. You just can't be a jerk about doing it.
Totally agree. But probably just a visual personal gauge, no numbers, just to tell us how smashing or lacking our DPS is in an instance. There's no harm in seeing oh, the needle on the meter's always between red and yellow or it hardly goes to red when I'm in X instance. Noticing something like that makes one rethink play style without having to be told.
Personally the content isn't harder in nature, just busier, like nobody can get past the content by just standing still and every movement has to have purpose, kills the mindless grind honestly.
Correct me if I'm wrong here, but isn't echo applied if you fail too many times in MSQ? I think they have it for the job battles, too. So really if you can't do it with echo which already nerfs it by a large amount other than technical things like Return of the Bull but that's a one off so far, I'm not sure how they can accommodate people other than adding a "Skip battle?" button. So they already somewhat accommodate people that can't do it.
Honestly, considering the MSQ has trials and dungeons sometimes, it's more like they are preparing you for those so you have some idea what you are doing in actual group content since they are eventually part of the MSQ. The amount of times I've seen people run away with a stack marker and die in a corner by themselves has decreased since they started adding those to the solo battles.