Yeah, I don't quite see how what you're asking for isn't already Coil & Savage Coil (except that Savage Coil only exists for epeen and not for anything useful).


Yeah, I don't quite see how what you're asking for isn't already Coil & Savage Coil (except that Savage Coil only exists for epeen and not for anything useful).
Let's just say that comparing the raids from Wrath of the Lich King to FFXIV's current raids is like comparing the finest food and drink in the world to a fairly good sit down restaurant.
It was raiding that had little deficiency, giving a genuine end game raid experience that both presented a challenge, yet did not go so far in that challenge that it could not be done in a reasonable time for a working fellow. People went in, wiped, laughed together, and then walked out feeling good. And the more hardcore players? They walked in, wiped, laughed together, and then walked out feeling good. And by wiping, I mean wiping a lot. Not wiping like people wipe in crystal tower. That is like the raid finder which was introduced to WoW in Mists of Panderia (shivers).
FFXIV's end game is divided into the extremes. Either very easy or very hard. There is no in between that preserves the hardship and reward of genuine raiding. Wrath proved that it is still possible to give that experience to people and not lower the difficulty to the point of just handing things out.
Last edited by Fendred; 08-20-2014 at 03:50 AM.
That imo would be the ideal difficulty level. Bosses shouldn't be easy enough that you can steamroll, but hard enough that you'd need to pay attention to mechanics. Heroic difficulty was on a different level, on top of you having limited attempts per week.
Another thing is the lack of trash mobs which can account for the overall raid/end game experience. I remember back when Ulduar or ICC was current content and we'd get our butts handed to us by trash mobs until we learned how to deal with them properly. Closest we have is T1 and 3 which are just derp sacrifice runs or over-glorified dungeons.
In regards to changing up the fight, a better precursor for something like divebombs would be good, especially considering the clutter of player effects obstructing the only precursors (the targeting circle and the beeps), and that doesn't even account for the direction of the dive bomb. The only reliable counter-measure to that is paying attention to a focus bar to show up 45 seconds in (more or less depending on latency).
Gah, you caught me right when I chose to edit that post because I thought my description was not helpful. But to clarify what Riceis is quoting me on, the difficulty would be such that if it took a group of gamers require three weeks to clear turn 6 at the current difficulty, it would instead take a week, maybe two weeks tops to clear it if it were balanced like a normal dungeon from Wrath of the Lich King.
Last edited by Fendred; 08-20-2014 at 04:21 AM.
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