That's why I like to play as a shield healer on new content. I can survive mechanics that would kill a pure healer if I'm goofing up and have a stack or two on me.
It's already annoying enough when the tank isn't really ready to pull wall to wall, but the expectation is that they 'should', and the tank dies 5 times in a simple dungeon because people would rather kill the tank 5 times than take 3 minutes longer. Annoys the hell out of me. If you want tanks to be available for 'normal' runs, stop abusing the tanks. They WILL quit. I've seen it in too many other games.
People like the OP are a dime a dozen in WoW. They would be happier there, I think. People like the OP are FAR more concerned about what other people are playing/doing in the game than about whatever they're doing with their own exalted themselves. I guess some people have to have *something* they excel at, and by extension to point fingers at other people over, even if it is videogames. Just tune people like the OP out, it's easier on everyone. Even them.
I just don't see the point of making the whole game "harder" because a handful of people want more of a challenge. It just seems incredibly selfish. Especially when there are harder games. You don't like FFXIV then maybe Wow is more your speed. Trust me it's not mine.
Personally I think they just need to shift resources around a bit, they seem to only make stuff for hardcore or super casual with the only middle ground content being savage.
Perhaps the middle is only me but only getting content that I definitely don't have time for, is easy to the point of boring, or fun but only lasts a week or two every 6 months or so. Kind of increasingly feel like the game isn't really offering me much for my subscription.
Dunno, maybe this super intricate clockwork dance rut the games encounters have all fallen into can only actually accommodate super easy and super hard. They seem to have already gone to great lengths to make every job just the same cake with different decorations so they can all be perfect little cogs in the encounters rather than make encounters that can work with different approaches
Okay. So when we do get harder content than usual (say, Shinryu at launch, Orbonne monastery pre-nerfs, Bozja duels), I assume you won't complain and agree that there's an audience for it? Or will you be among the many, many voices asking for there to be a nerf to these things because they're "just so damned hard"?
People shouldn't have to go to another game to have such content. If it's not your speed, then that's fine, content made for you is readily available. You don't have to play other games to access it. Midcore-tier content should exist and be valid JUST as much as the proper easy content. Not everyone in this game is going to have the patience for harder difficulty, and that's fine. But if people who like harder difficulty can be okay with this, so too should people who want an easier difficulty be okay with the game also having harder, more mid-tier content.
What makes people pointing fingers to one camp and tell them to go play something else okay, while the other can't even get a word in without being pointed at and accused? What makes it fine and fair for people who enjoy easy content due to whatever reason to say things like these, but it's suddenly not okay for people who are interested in harder content to even state that they enjoy it and would like more of it? If we were seeking to not be selfish, people would work to have a better understanding of the content. They should acknowledge there should be a time and place for both, that there is an investment in both and that both should be properly labelled. So you don't like X content because it's hard? It's not "your speed", and people should respect it. Same as how you don't like Y content because it's easy? Then it's not your cup of tea and you should accept that.
But no, the answer being touted is "go play WoW" or "go play Savage". When there are people that enjoy the harder content without wanting to do Savage-like content, Would you like it if people told the lot that likes the easy content, again for whatever reason, to go play mobile games instead? It's not fair is it?
Why is it not okay for people to want to bump up the difficulty, but it's okay for people to ask Square to nerf stuff?
Neither is good. But I at least admit trying to delete one over the other is a bad thing. So why can't others?
That it does. Barbariccia is definitely harder than, say Ramuh, because of how chaotic it can get. Especially on a caster.
Endsinger notoriously hits harder, whereas Hydaelyn is a lot more technical about the AoEs she'll use. And Zodiark requires a bit of thought.
I'd say the game does a good job at slowly building up on the stuff it establishes. Some stuff is introduced in harder content, then simplified in easier content for this purpose. It's simplified, yes, but you still need to learn how to handle it. Thus bringing you closer to being able to clear the harder content where it originally was presented (best example I can think of is Hashmal's towers, which are then used by Camazotz, Her Inflorescence and the Hashmal CE in Zadnor, all in Shadowbringers).
I get annoyed when someone automatically thinks it's a skill issue.
For me, sure, I could do high-end clears if I got into a static, and took the time to play with them, etc. I used to be a raid group's Swiss Army Knife, meaning I could bring whichever role we were short on a given knight, usually tank or healer, but sometimes I got to DPS. It's got nothing to do with skill.
It's all about "I have a life outside video games, and I refuse to schedule that life around a game, even if I do play it a lot." For me, it's that simple. I play games as my leisure time a lot, but, if family/spouse/etc want to do something out of the blue, I'm not going to tell them "Oh, sorry, can't spend time with you, I'm in a raid." YMMV.
I didn't mean it like if you don't like it, leave. I meant it is like if you want seriously challenging content and FFXIV isn't giving you that, then there's probably other games to fill that need. And maybe they won't, and you come back to FFXIV. The point is people shouldn't force a game to be something it's not. When I envision a more hardcore mmo environment, I think of Wow. Having played Wow since its beta, it's a style of hard content or quit that comes to mind. As a casual, once I beat the expansion leveling experience, I quit. I don't want to do pvp, mythic+ is too hard and gatekeepy, and raids aren't for me. I don't like pet battles, etc. So, to me, Wow is a dud of a game. Sure, I can get to make level, but once I get there, the game is dead. At least with this one, there's a ton of "casual" stuff for me to do. If they removed it all, I would quit. If they forced me into harder content, I would quit. There's a reason I play this. And if what people want is something more akin to Wow, well, there it is.
Yeah, I hate the obsession with speed, especially when it leaks into 'casual run' territory. I care not if it takes a few more minutes to complete a dungeon, but if we wipe 4 times because the tank pulled too much, because the healer said he should, and the run took an extra 15 minutes past what it could have done with single pull or double pulls, with no deaths...that will piss me off every time.
Let the tank handle what they can handle. If that's the whole dungeon *and they can do it w/o dying*, fine. But, when the tank starts dying more than once because of overpulling, it's time to slow down a little, do what you can handle, and finish the dungeon in a decent time, because with that 2nd death, your 'quest for speed' is done f'ed up.
This is pretty much why I barely do runs as tanks or healers anymore. It's not that I can't wall to wall. It's just wall to wall causes too many issues. There's always someone who's not in on the plan and it makes everything take way longer. All because someone else decided how we have to play.
Thing is most games do actually get "harder" as you play them and progress. It's part of playing the game. The difference is that a lot of games achieve this without people really noticing. Most of the time people won't notice this at all unless there is a noticeable spike at some point in the game or if they stop playing for a long period of time without finishing the game then come back to it later.
All I'm saying is there's a limit to what your average "casual" player will do. Some people do savage and some people never do extremes. Things getting gradually harder is fine, but there still is a skill ceiling. And knowing that is making the game for everyone. Unnerfed Orbonne is a good example of meaning well, but missing the point. The fact that people would quit when they got it off of their roulettes proves that is was a mistake. And they nerfed it and people stopped leaving. Everyone is different and we all have different skill levels. I'd just rather find a perfect balance while still giving people their hard content. Just don't force people to do it. And they don't. Orbonne was completely optional. Savage and extremes are completely optional. About the only thing that isn't optional is story and it's the easiest thing for a reason.
And it isn't always about skill. I was a raider for years. I just won't put that time into it anymore. Not what I enjoy *anymore*. I play for the story, and I'm completely happy to learn what is needed to play 'normal' level content, and I'll do raid roulettes, too. I choose not to go into higher difficulties, because I have no patience for the kind of people that tend to cluster in those raids. Not that all are like that, but, enough.
As far as 'difficulty'...if 'some difficulty' is ok, why isn't Bahamut in the roulettes anymore? Hmm? (Yes, I 2-manned it with my son to see the story, as I came to XIV too late for it to be 'current content')
Anyway, I have no problem with the newer dungeons, and I very much enjoyed the flame dude trial, can't think of his name atm.
I couldn't even get through a third of the thread. So I'm going to say what I need to say, the only couple of sentences being the only ones that needs to be read
TL:DR - No. Do not raise the difficulty. It will make everyone's lives worse.
This will be the 3rd expansion that I'm playing. As I'm currently watching from the Wolves Den I see things getting a whole lot easier from kits being more easier to use to trials being less punishing like the change that was made to Titan. The one thing that has stayed the same going through the expansion is that on a casual level people will play to the bare minimum, and it will continue to be accepted as so as long as they're able to get what they need done for the day. You can go to a different game, and you will not be able to escape that fact when it comes to all pve content regardless of what game is being played. Going against the grain is only making things harder overall.
Clear example doing multi pulls and expecting to heal them. I'll agree with some and say and that everyone should be able to do just that. However, that doesnt make it acceptable. If one's not ready everyone is wiping from the pulls. I got sick of dealing with wiping for no reason that I ended up carrying actual potions for the old content in order to attempt to carry the group should the tank and healer die from that pull. I did not feel like dying over a failed pull anymore. There's no way that I should be playing frontlines in a pve dungeon (That's how i look at it, because I used to play blue dps in pvp last expansion) over a mistake that could be avoided. Safe to say that I dont have to deal with it anymore, because i refuse to do roulettes for the sole purpose of failed mulit pulls.
Point of the matter: Don't tell people how to play. If you have to up your dps in order to speed things quicker so be it. I would like for people to get better. However, if that's not the goal for some people then they're not going to do it. There's nothing you can do about it, especially if you're running things solo queue. Just get through it and be done with it.
BCoB was prior to the dev's decision to release NM raids so players could experience the story. Alexander was the first to do this. Putting Coils in the raid roulette would sync all participants down to 50, and they will have to do it under a difficulty not intended for casual players.
"Any more" implied it had at one point in the past part of the roulette. So the easy answer here is because it never was. There is no "easy" version of Coil for it to be in roulette. You will essentially put people in a savage level fight. And while the fights in general requires less precision and reflex, they're no thing to be scoff at in term of mechanic and require probably more coordination then current raid, even in the early fight. For example:
- The very first boss requires a party split and DPS coordination.
- The snake 2 mechanic you see P8S that PF still wipe to "ALL THE TIME" is a watered down version of the shriek mechanic first seen in the 2nd boss of second coil.
- And Phoenix is ... yeah. If anyone think P3S is bad, that because they didn't do or remember Coil Phoenix in all its glory.
If Coil roullette is a thing, it'll make Ivalice raid looks like picnic.
This is where I and others stand, tbh, been there done that, I am certain a Mage of our acquaintance will say "You dont do it because you are bad, graylet" or some such nonsense.Quote:
And it isn't always about skill. I was a raider for years. I just won't put that time into it anymore. Not what I enjoy *anymore*. I play for the story, and I'm completely happy to learn what is needed to play 'normal' level content, and I'll do raid roulettes, too. I choose not to go into higher difficulties, because I have no patience for the kind of people that tend to cluster in those raids. Not that all are like that, but, enough.
The harder difficulties are there for people to do, sure, but that doesnt mean it APPEALS to as many as it used to.
A day or so ago, one of our more "enthusiastic" players decided to set up a PF for....Nidhogg Extreme, min ilevel no echo...later commented on his intense disappointment when no one wanted to do it.
No two guesses as to why.
Normal content is MEANT to be easily completed, it is STORY oriented, not meant to be a hard slog or a brick wall, Ill be blunt and say that what I believe I am seeing here is "make it harder so only the WORTHY get to see the content, "you should want to do savage you should want to do extreme"...this is the WOW mindset and quite frankly has no place here
I should do whatever suits ME, not you or your agenda for what you want the game to be.
Yup. Exactly. My schedule is varied, I play FF 14 for one reason mainly..I can log off and go do whatever whenever the hell I feel like it, I am beholden to no one's timelines or schedules, I do what I want when I want as it suits me. Forty years of dancing to others tunes, nights, weekends, holidays, mornings, afternoons, fifteen hour shifts, split shifts, broken or no sleep...been there done that.Quote:
t's all about "I have a life outside video games, and I refuse to schedule that life around a game, even if I do play it a lot." For me, it's that simple. I play games as my leisure time a lot, but, if family/spouse/etc want to do something out of the blue, I'm not going to tell them "Oh, sorry, can't spend time with you, I'm in a raid." YMMV.
Not anymore.
"But you can do it in PF if you want to"..again no thanks. FF 14 is marketed and RUN as casual, fun based, come and go as you please. "Make the content harder" isnt going to help anything. This is a STORY DRIVEN MMO, so making the story harder to get through isnt going to do anything but anger people and have them walk away.
I suspect we have more than few people who want this game to be more like WOW.....HARD PASS.
So you agree they are cheating.Quote:
No one is denying that some people use cactbot or whatever.
You just admitted they do cheat, so theres my evidence.Quote:
because it's possible with no evidence.
Is there any thread where you won't seethe about raiding while insisting it's not because you're *jealous* or anything? This angry fixation would suggest otherwise.
There is a lot of conflation going on here. Making something more difficult doesn't mean savage. At the moment everything bar current I guess is making me sleepy, personally. You can literally press 1 to 3 buttons and win. You can stand in most AoEs and don't even require healing.
I agree, the MSQ should stay accessable (whatever that means), but give us options. Playing HW now is mandatory. It's not hard, playing the Alex raids is not hard, there is no incentive to min ilvl and people barely do it anyway. The entire game is like that and it gets 'worse' with every expansion as new players get to wade through even more now. I've had a couple of new players in my FC ask why the game is so easy. A few left around mid ARR. I'm assuming SE gets more players that way and my experience is anecdotal at best anyway. Who knows.
Even if you are 'just' into the story it's just sad you don't even see all mechanics of a fight and the big bad dies within 30 seconds that the MSQ hyped up for 20 hours. That's pretty ridiculous if you ask me.
My solution would be more optional stuff like a min ilvl roulette or a dungeon Unreal or whatever. Put a token at the end for a shiny and people will do it. Or reuse old bosses, give them the Bozja treatment and put them in the open world. Anything, really. I think the important thing is to keep it out of the MSQ so people can trust their way through it unimpeded. Everything beyond that should be fair game to an extent.
Yes, i do.Quote:
Do you know what the word "some" means in this context?
Do you know what the words "the game and all encounters were designed AND TESTED to be cleared without addons" mean?
Normal content seems hard enough to me. I can dance circles around Lunar Bahamut because I know that fight. I've done it recently, frequently, for glam farming. Of course it feels easy to me. Then I do a regular ole DF run with strangers and watch someone eat the vuln snacks like they're starved, because it's new to them or they just haven't cleared it in a while. It's okay to be good at the video game, sure. Maybe you do all the content and know all the fights. That's just swell. Through repetition, anyone can achieve the exact same. But if that's where you're at, then this normal content isn't for you anymore. It's for those who aren't there yet. Coming to peace with that does wonders for the soul.
I'd say the mechanical difficulty is fine, the LEVEL SYNC formula however is NOT.
They should really revisit how it works, because the lower you go, the more you just faceroll everything.
This is best visible in older ultimates like ucob, where non-tank role can survive a tank buster and several mechanics are skipped due to high damage.
The way we see most duties nowadays is not how they were and how they are intended to work.
I've had a few friends try out this game and they were very bored with the leveling duties.
They didn't notice they are failing many mechanics and their rotation is completely wrong, yet they were bored.
So yeah, I don't think this is helping player retention.
If you have a competent tank/healer combo in the party, I absolutely agree that you can sleep through lower level content. I don't think I've ever actually seen a reason to be concerned with the adds in Sastasha's final boss, for example.
Yes infact. What you need to prove for your posts to have any worth however is not only that some raiders are cheating. That's not your underlying claim. You need to proof that all raiders are cheating or failing this that every raider in this thread is cheating. Because that's your generalizing accussation in opposition to this thread.
As others have said, I think people are automatically reaching way too far into the extreme of this idea. Someone wanting more difficult normal content does not automatically mean they wish for it to be on par with extreme, savage, or anywhere remotely close (although the difficulties within those categories also vary intensively).
I think it is perfectly understandable for someone to want more challenge from some of the normal content this game has, even if just slightly. However I think the issue lies more in the challenge being rather lopsided overall throughout the game. I feel that a great deal of normal content in this current expansion is fine in terms of difficulty, but it really doesn't feel like this difficulty is consistent. Compare the first dungeon of EW to the all the ones in the middle, and then finally the last one of the 6.0 series. Even if you find all of them easy, many can feel those spikes in difficulty that lie, for some reason, within the first dungeon and the last. And once you've reached current content, older content feels too much like a drag than it should be.
The issue I believe many people have regarding difficulty of normal content is that it causes certain pivotal moments in MSQ to fall a bit flat. When you can get hit by most of a trials attacks and survive with few issues (Thordan), or do so much damage so fast that you get to skip entire mechanics or phases without even trying to do so (think skipping aetherial tear phase in Deltascape V3.0/Halicarnassus), that big bad guy that the expansion was working towards as building up as a villain doesn't seem so threatening anymore- and thus, victory over that enemy doesn't feel as rewarding, and the mention of characters discussing how great a battle it was becomes almost laughable. I believe this to be a genuine issue and probably a tremendous challenge of normal fight design overall- making a challenging normal fight that is engaging but not to the point of frustration when failure occurs.
In general, I think older content would benefit from more stringent ilvl syncs, and difficulty, regardless of whether you want it to stay the same, be harder, or be easier- should have a consistent direction within an expansion.
This may be stretching the ole brain muscles, but I wouldn't mind seeing mechanics evolve in content that are relevant to the skills you unlock through leveling. Rolling around ideas in mind. An example might be getting your gap closer at [insert level], then the following instance might include a moment when using specifically that may let you narrowly avoid damage. Said moment is repeated once or twice during that expansion's life cycle, keeping it relevant without overstaying its welcome. I dunno. I've been up too long. Might be going nuts.
Then you create longer queues if this is implemented in dirty finder. Why would I, as a max level everything just farming tomes use these sliders when I don’t need exp boosts? Now that what I’m searching for doesn’t match what another is searching for, queue times are longer for both parties.
Considering roulettes are an incentive to match players up who are queueing for different purposes who may even have different levels of experience, this is counter intuitive
I mean, housing is just masochism at this point. Good luck even getting one. And glamour.. well, we all know that's the true endgame. I don't know that I've ever seen a glamour (or mount, for that matter) farm party interested in taking the fights slow and easy, though.
I agree that not everything needs to be subject to absolute efficiency, but the majority of people queueing for roulettes aren't there because we find the encounters fun. Most of us just want it over with. My own solution was to just always queue for them as WAR (unless a friendly healer is queueing with me, in which case I'll run DRK or GNB for the higher overall DPS), thereby removing the need for a healer almost entirely. This frees the healer up to spam their 1 key with maximum efficiency while I keep myself and all of the DPS alive. WAR's damage is a wee bit gimped, but its kit is uniquely well suited to compensating for other people's screw-ups in casual content.