To reply to myself and pre-empt: Landslide obviously is not obtuse, it's heavily telegraphed, but being unrecoverable is still poor design for entry content. Other OHKO mechanics however are more obtuse: Ifrit's Nails and Titan's Heart are obvious, but for a new player to the genre in other fights it's not necessarily clear that they will instantly wipe. Garuda is worse: the first time in your average player might not know that Chirada and Suparna HAVE TO DIE ASAP. They are adds with their own abilities and modestly substantial health bars; it's not unreasonable to think they are additional mobs that must be tanked and dealt with while burning Garuda. This is not to mention the Spiny Plume mechanic in Garuda EX, Leviathan's energy generator, King Mog EX requiring that every add die simultaneously (he might be the worst, since the game literally tells you in previous guildhests to take out lesser foes one by one before resuming fighting the boss, and in HM it's totally fine if they die separately, AND if you mess this up in the final phase you wipe with the King at like 4%)
These are all great mechanics for experienced raiders, but now that they've moved into the mainstream, (<--- this is the key aspect here! These are fights that a new 50 might be doing after having just gotten out of clearing a bunch of pathetic 4-man dungeons) they're very punishing with relatively little forewarning or information.
The problem isn't the fights themselves, they're well-made, it's that they're now accessible to literally anyone. Like he said, the progression for a new-to-MMOs player doing their Relic quest will be: Chimera, (someone else handles the interrupts) Hydra, (someone heals them through the Terror) Ifrit, (the other DPS sneeze on nails and they fall over) Garuda, (the other DPS look sternly at plumes/chirada/suparna and they pop) Titan, (they die to first Landslide and get carried through a 7-man anyway without learning ANY ASPECT OF THE FIGHT) and now they have i90 weapon and i90 gear and have had no opportunity to really learn anything, because nothing is punishing enough to force them to learn. Now they enter into Extremes and haven't a fraction of the knowledge they need to clear it, and the punishments have amped up to "one guy fucked up, the entire party wipes."
Old players obviously won't put up with that, so they get kicked and stay at i90 until they discover Hunts and upgrade to i110 all without ever being provided the opportunity to learn how to play using appropriate gear against an appropriately-tuned encounter with appropriate-to-their-skill punishments. HM *used* to do that but gear has so far surpassed it that there's no hope.
We're not saying that having hard encounters is bad, (it's awesome) but rather that the gear progression (philo being wiped out and replaced with myth, producing i90, plus hunts that can take an i50 player straight to i110) has eliminated the potential for new players to learn what the hell they're doing before they jump into DF.

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