Feedback: Dawntrail MSQ dungeon difficulty
So I just wasted an hour in the Alexandria dungeon. I say wasted, because I spent most of that hour wiping with my NPC party on the first boss and then force closed the game mid-fight on the second one out of sheer frustration. Never before have I literally dreaded seeing a dungeon pop up in the MSQ the way I have in Dawntrail, but each one has gotten progressively more frustrating. I, like many others I imagine, play this game primarily to enjoy the story. And while DT's story hasn't exactly been my favorite, I have been enjoying the way it unfolded in the later half of the game yet having to struggle through increasingly difficult dungeons, I find myself questioning whether it's worth completing at this point.
I am admittedly an older gamer. My days of hardcore mythic/savage raiding are behind me, in part because I recognize that I just can't keep up with the increasing pace of fight mechanics. I'm completely capable of learning and reacting to mechanics, but there needs to be time to react. By the time you see the telegraph on the ground in these fights, it's already too late to get to where you need to be.
I have ZERO interest in playing Dark Souls or Elden Ring, but it feels like that's the direction the devs are pushing with these new dungeons. And while I recognize there is a portion of the playerbase that wants that, locking MSQ behind dungeons with that kind of difficulty punishes the rest of us.
I suggest that if these new fast-paced dungeons are indeed the direction Square Enix wishes to go with the game, that they add another difficulty setting to dungeons. By all means, give the hardcore action game folks their twitch reaction difficulty, but also make a normal level for the rest of us. You don't need to remove any mechanics, just increase the reaction time for them. Hell, I'd be happy if at least the NPC groups were altered to fit this, because right now, even the damn NPC's are struggling to keep up!
Warcraft migration was a mistake
One of the best things about FF14 was the kind and accepting playerbase... but i guess Warcraft's failure has brought in the dregs of the gaming populace that only see other players as a burden rather than fellow adventurers now. I liked the casual difficulty and kind people, but now that is gone and we are headed right to the same "E-SPORTS GET GUD KEKE KEK WHAT LOUZER!!!1!!" grave that Warcraft has found itself in.
I am absolutely trying my hardest to discern the boss' movements to figure out what is happening but I am also trying to keep my pictomancer (I am still learning the rotation at 100) doing damage and all this crap on screen, on the floor, in the air, off the sides of the boss platforms... its just too much... I feel embarrassed to even try to learn along side people who apparently have figured out telepathy to know what the hell is going on in these encounters. What was wrong with the dungeons in the story being for people that wanted to see the story? Not only do I end up resigning in shame 90% of the time (learning nothing as half the time, I am clueless what even killed me) but I am now behind a BRICK WALL that I cannot climb. Or I suppose it is better to say I am ashamed to feel like I am wasting everyone's time in a normal dungeon needing to be rezzed multiple times per fight because I have absolutely no idea what is going on now.
The cactus boss in tender valley, I just took the L on today... the evasion box is right there.. but then I am standing in DOUBLE AOE... and every single time I die. Laugh if you want, i feel ashamed already and don't even want to play anymore. I am so beaten down by cheap "YoU ThOugHt YoU We'Re SafE hUh?" deaths over these last three dungeons I just want to cry for real. What was so wrong with having a casual difficulty for people learning their class... Half the time I am not even able to cast as a pictomancer unless I have the instant cast up because YOU NEVER GET A CHANCE TO BREATHE EVER.