Yeah cop expansion takes the cake for me. Everything listed above plus the actual fight against promathia at 75 was a beast.

Yeah cop expansion takes the cake for me. Everything listed above plus the actual fight against promathia at 75 was a beast.
PW was beat plenty of times before level cap, my linkshell being one of them, so was AV....you could argue the dark knight KC zerg method which was nerfed after was the only time but still it was beat, and im pretty sure it was even beat after that by Excellence Linkshell.Back at 75 Era for XI, I feel the real legitimate challenges of the game were the CoP story fights (because they were level capped) and the RDM Maat fight while still capped at 70. There were varying degrees of challenge but these would probably be the steepest of the bunch.
I don't count PW and AV as a "challenge" because I felt SE just added them just to troll the player base and tell 'em "hah, try and beat these invincible walls of death". I imagine there was some legitimate way to beat them but no one could figure it out and then the level cap raised and Perfect Defense was added, and welp, that's that.



Me vs All my real life roles and responsibilities
FFXI was built around hard content (at lvl 75) it had a plethora of content that could be and honestly would be considered difficult if put into any modern day mmo. Vrtra was hard if you didn't have at least 20 competent people and even still if 2 of them derped it would cause a wipe. Jormungand was a tad hard if you didn't know what to do either. Bahamut fight in the Riverne the BCNM was hard if you didn't have strong enough characters to RDM Chainspell STUN>ZERG. and even still that wasn't 100% success rate. I honestly don't think FFXIV could ever be hard based on how the battle system is. They need a complete overhaul of the battle system to really make it possible for fights to be difficult.
Every fight in 14 right now is determined by "Can u hit buttons fast enough" and can you run fast enough, that's about it.
Ummm..no AV was only beat pre-'nerf' with justice exploit. Also PW wasn't cleared 'plenty' before his nerf either.PW was beat plenty of times before level cap, my linkshell being one of them, so was AV....you could argue the dark knight KC zerg method which was nerfed after was the only time but still it was beat, and im pretty sure it was even beat after that by Excellence Linkshell.


Unfortunately I can't think of anything overly "hard" in XI. It was a very VERY slow paced game, where you spent a majority of time simply waiting for your cooldowns to come back up. Despite things being a massive grind, it was very casual in the difficulty department. Players were generally pretty awful as a result, which did make some things seem hard. Your average player couldn't gear their way out of a wet paper bag (I mean appropriate gear, not "the best". I.E they stacked STR instead of haste and accuracy), they had trouble hitting a cooldown once every 3 minutes, and god forbid you expect them to use a WS at 100%. One of my main dyna LSs had 2 DRGs and a relic SAM doing 50%+ of the damage out of 20 or so DPS, because there were people with floored accuracy rates and the like. Needless to say the currency drops barely covered the cost of the glass. Meanwhile there were actual good groups full clearing with less than an alliance in half the time.
I like how they skipped the part where it was bugged, and that is why it was hard. He's supposed to go through each phase once, not infinitely. After they unbroke it, he got smashed to pieces regularly by the top linkshells with little effort.Noting beats Pandemonium Warden when it first came out period. I think this article says it all. http://www.wired.com/2008/08/pandemonium-war/
WildStar Raid is Extreme
Turtle general in ragnarok
Manaya core hm from tera
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