I may have completely misunderstood what you're trying to say.
But OK, you don't need the loot that drops from t12, to beat t12, as obviously you just have.... but surely the loot you get in coil is preparing for content to come?
I'm confused. We're near the end of ARR. Is there no challenging content right now? Steps was all that was "challenging" and now it's nerfed so that leaves us with nothing until the expansion?
edit: Nevermind. Having coffee and finishing the thread. It does appear there are challenges already for those who wish to partake in it.
Last edited by Mythrella; 05-13-2015 at 10:00 PM.
I haven't read all the pages here, but I think this is an assumption some have made about those that are unhappy with the nerf.I find it hilarious ... because most players who've cleared it won't ever want to do it again. The players who complain the loudest about the nerfing are also the same players who quit right at the start of the trial, before pulling the boss, as well as those players who never went back after they cleared it. The dichotomy is always full of players crying about shit that doesn't affect them directly, kind of like people crying over gay marriage.
Speaking only for myself, I DFed SOF soon after it was released, we went in, someone who had obviously already cleared it told us all what each of us needed to do, we did it, and moved on. You may argue that the nerf does not impact me in any way, and to a certain extent it doesn't. I am not concerned with locking anyone else out of content or story or anything like that, my concern is simply how quickly this content has been nerfed... barely a month after it was introduced, SE have deemed it too difficult for our playerbase, and nerfed it.
This is a concern to me, as I wonder if next time they are about to release something, they may reconsider and think "wait... this might be too difficult, remember SOF, our playerbase won't be able to do this, let's make it easier". I do not want content to gradually decline in difficulty, especially if it gets to the point of being "nerfed" even before it is released. I'm hoping SOF is a special case, being that it is MSQ, and does not set a precedent for nerfing content so soon after it has been released
The quick nerf it most likely because the expansion is only a handful of weeks away.
SoF was pretty easy the first couple weeks, then had a huge spike in difficulty when all the overgeared people were past it. The only people doing it were people that needed it, and most of them barely met the minimum ilvl. That lead to people dropping asap on entering, making the difficulty much, much harder than it was when the rest of us went through it.The issue should never be "its old now, lets nerf it." because the challenge should stick around regardless otherwise players will never adapt and progress in their class, there's a reason why people don't get further in raid content and that becomes obsolete after a few months.
If it wasn't a roadblock for the entire expansion, then they could have left it for a raise in level/ilvl to ease it up.
The challenge is the communication among players...That is the biggest hurdle this game has...
The answer to everything even though its not relevent but they still say it..."LORE" but yeah I dont think they need to nerf everything in this game I mean geez we understand catering to the new players but dont nerf every single thing :/
Yeah, I know. As I said, it's just me messing with people. I think I started teasing people who said that dreadworm weapons were only "needed" by raiders when zodiac weapon was announced as having a final ilevel of 135. It just irks me a bit when someone insists that only THEY "need" a reward. And you've got to admit, the idea that you get the best gear from the hardest content is strange when you consider you just beat the hardest thing.
Nerfing SoF feels like it goes against what SE has been saying about easing new players from level 1 all the way to the very 'end'. While I honestly would like the 'casuals' to lay off the raiding content and stop from trying to chop the tree far faster and shorter than I would like, it would be much better if the player skill bar just be raised and have more people try and succeed in the 'hard' content instead of just clamoring to get it nerfed.
The gradual content difficulty as you consume content (based on chronological release and content type) feels like it climbed from 0 to 20 over a long time and then shoots up to an 80 like a cliff right now. I personally believe that SE should make that curve go from at least a non optional 0 to 50 so that they won't have as much trouble getting used to the difficulty when they try to get to coil tier content. I mean, honestly, who doesn't want to experience the game has to offer if there's no irl matters to be concerned about?
People can say that content I already beat doesn't matter to me but I would beg to differ. I'm in a small fc but I get a new player as a member sometimes. I can help them through all the combat content but I still can't prepare them for what's to come when all the content outside of the latest set of raid are all marginalized to such a degree. If I would like said new player to join me in tackling content that is still very much relevant to me, said player would be far from prepared and the stress on said player to perform at the level required is huge, I think.
Also, I've talked to an online friend experienced in mmos who tried the trial but didn't want to continue because everything was a snoozefest to him. I felt that his various complaints were legitimate and I felt like it was hard for me to tell him that it gets 'better' because as the game grows older, the tall trees just keep getting cut down and the distance he has to travel to get to the forest just keeps increasing and I'm not even sure if it'll be worth it for him. It feels really conflicting to me that I've played a game for this long but can't honestly recommend it to anyone since I've been able to experience most of the content at its prime and anyone I made to try the game will just experience the double diluted version (insane ilvl jumps + echoes + nerfs).
I'm fine with the rewards from challenging content matching the difficulty. In the case of Steps of Faith, they opted not to include a reward to match the challenge, and instead reduced the challenge. I think they were concerned about "no soldiery bonus" farm groups forming in party finder if they added a rare TT card or a pony.
I beat Steps of Faith on the 2nd day after 16 tries. Nobody knew wtf they were doing that first day. By the second day a lot of us had been hammering at it for 24 hours straight and had figured out their roles. All it takes is 3/4 of the party knowing what they are doing to let this fight be easy - because it's a mechanics driven fight, and those six people are needed to run the mechanics. But when you had those six people rage quitting as soon as they got it in trials roulette, you lost all that experience.
New players who want a challenge will get it in Heavensward. Old players are already passed Steps and got their challenge.
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