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  1. #1
    Player Alukah's Avatar
    Join Date
    May 2014
    Posts
    1,475
    Character
    Alukah Bast
    World
    Excalibur
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by RadRyder View Post
    Perhaps this idea may have been said already, but I really think all raids in this game should have multiple difficulty levels similar to primal fights (Normal, Hard, Extreme). Normal would be fairly easy, but does not drop loot. Hard would be the intended difficulty, and drop loot normally. Extreme would be much more difficult than intended, but drops better or more loot.

    That way, casual players who only want to clear them for the story/achievements can do so, while the more hardcore players can get their dose of challenge. This may also inspire the casual players to improve their skills so they can clear the higher difficulties and get the awesome loot.
    Tiered difficulty for raiding has been discussed a lot, people are against it because things would become less exclusive for them, lesser beings have no right to ask for an easier version even if it drops lower ilvl or no gear at all.
    (4)

  2. #2
    Player
    Violyre's Avatar
    Join Date
    Jul 2014
    Posts
    956
    Character
    Kiriah Aishi
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Alukah View Post
    lesser beings have no right to ask for an easier version even if it drops lower ilvl or no gear at all.
    I love that line.

    I didn't read the whole thread, but I'm one of those people that don't often get to try T5 and up. You can tell me to watch the video as many times as you like (trust me, I'm sick of watching it.), but experience is the key. And having people vote abandon after one wipe makes it harder, because another group may position stuff differently, or be following a different video, and you have to factor that in.

    The elitists are the ones that I want to kick in ANY dungeon or raid. I had a guy who died multiple times in a Titan Hard battle attacking me for my couple of deaths because I "haven't cleared T5 noob." I'm so sorry that I knew I wasn't geared for any coil at tbe time. His excuse for dying? "Doing so much damage the tank couldn't hold it." That is a bad player, I don't care what you've cleared. And those guys are the majority of the people that say "coil is supposed to be hard" in my experience. It's outdated when they do nerf it. WHY should you even care if it's nerfed at that point?
    (4)
    Last edited by Violyre; 10-21-2014 at 09:16 AM.

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by SolarMisae View Post
    Why do you want to nerf literally the ONLY DAMN content that is directed toward endgame players that is fun/challenging for us? There are so many other fights and things in this game perfectly accessible to casual people. (IE like...everything in the game besides 2nd/savage coil)
    I'll play the lore card. You have a calamity that has been alluded to throughout most if not the entire main storyline and yet the explanation to said calamity is tied to a raid the self-professed "hardcore" get to see in its entirety while the filthy dirty casuals get to never see it. Not a good outlook. Doubly so if you're a legacy player, since the whole mess is tied (somewhat) to your character from 1.0.
    This was why I liked the idea of adding "storymode" versions of all the coil fights that allows everyone to witness the story aspect of it while also not having to hit content with a nerf bat.
    At least you're directing your ire at the right element in all of this, which is commendable after all the "lool u scrubz" from earlier in the thread. ARR should have had three difficulty setting for coil. Story, Normal, Savage.

    Since they decided to not go by this approach, they went with the only alternative they have. No sense in designing and implementing a new difficulty tier (below the current one) for coil when it is relatively close to its end (2.4 being the end of coil and then the expansion coming out).
    (5)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)