While I agree to an extent, there is also plenty of content where small errors can grow wildly out of control. The margin for error grows much narrower, and even if only one team member makes a mistake the entire team can suffer as a result. Coil is a good example of this, and a good example of why there needs to be a selection of lower difficulty content.
It's not really the difficulty that everyone has problems with. It's the teamwork aspect. In virtually every area of the game, you're encouraged to be independent. Story quests are solo affairs, dungeons don't require a great deal of coordination and DPS largely just have to hit things as hard as they can. When you take those players and put them into content where everyone has to coordinate with each other it becomes 8 people doing their own solo play and simply trying not to die themselves.
The problem is information overload. There's just too much to keep track of, and it's very hard to get into a mindset where you can do your role properly AND focus on everything else going on. If you're a healer, you're trying to cure 7 other people whilst dodging a billion AoE's, and remembering to pass on that Allagan Rot or that [insert mechanic here]. If you're a DPS you're focusing on getting the right rotation out, despite all the dodging you need to do, since it's critical to deal X amount of damage in Y amount of time or the team will fail.
The problem, in my opinion, isn't that the players want things to be easy, it's simply because there's no progressive means of reaching that plateau. The two types of content available are wildly different in how they play overall. Still don't believe me? Take a look at Crystal Tower.
Crystal Tower is a good example because of how things changed drastically after the first raid. In it, your job is to split parties into individual roles. Each party relies more heavily on the others and each one has their own tasks to perform. Because of this, it was a disaster at launch with people decrying how difficult it was. Look at Syrcus Tower, the subsequent follow-up. Streamlined, easier content. Less teamwork heavy, so that if someone screws up the entire raid can still manage fine. There are very few instant-kill mechanics, and those that do exist are heavily telegraphed.
Now, finally, look at World of Darkness. Very much similar to Syrcus Tower, it's a very streamlined raid. It gently introduces some new mechanics, such as revisiting the Atomos and Cerberus' belly. However, neither one of those is particularly difficult and missing out on Cerberus' belly won't prevent you winning, even if it does greatly increase the time taken to win. It's far more progressive overall.
The point I'm making is that when the content is so different to everything else you've played, it takes time for players to get used to the idea. Some learn faster than others, but others will always have difficulty with the sheer number of things they have to remember to do. Or not to do. It's far too easy to label a player as terrible when they were so focused on avoiding that ONE thing that they triggered another. And unfortunately, that's virtually every coil ever.



Reply With Quote


