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  1. #1
    Player
    Reinha's Avatar
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    Mar 2015
    Location
    Finland
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    4,072
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Lovescake View Post
    Are the raid tiers "too hard?"
    I think the answer depends on what the purpose of savage raids is in this game.

    Is it supposed to be a challenging mode of game play available to most players at the end of the progression chain? In that case, it's too hard because not all players can meet the scheduling and composition requirements while it's still current content. What I mean by that is, compare it to the difficulty of extreme trials. They are challenging but still quite possible to do without a static and with less optimal comps like WHM / AST.

    Or is savage rather supposed to be a mode of game play that is challenging even to the best players in the world, requires a carefully thought out comp made of FoTM jobs, puts immense pressure on statics to the point where some of them break apart, is virtually impossible to do with a PuG until months of gear growth has nerfed it and even then remains so hard that the majority of people don't even care to try it? In that case it is just the right difficulty.

    I don't think the rewards have much to do with how many people give it a try. When content is fun to do people will do it regardless, and when content is not fun or accessible people won't do it even if it dropped everything they've ever wanted. That's not to say the rewards shouldn't be improved for completing the most difficult mode in the game. I'm saying it won't have an effect on how many raiders there are.
    (6)
    Last edited by Reinha; 08-22-2016 at 09:19 AM.
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  2. #2
    Player
    Lovescake's Avatar
    Join Date
    Aug 2013
    Location
    Odin
    Posts
    475
    Character
    Loves Cake
    World
    Odin
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Reinha View Post
    I think the answer depends on what the purpose of savage raids is in this game.

    Is it supposed to be a challenging mode of game play available to most players at the end of the progression chain? In that case, it's too hard because not all players canmeet the scheduling and composition requirements while it's still current content. What I mean by that is, compare it to the difficulty of extreme trials. They are challenging but still quite possible to do without a static and with less optimal comps like WHM / AST.

    Or is savage rather supposed to be a mode of game play that is challenging even to the best players in the world, requires a carefully thought out comp made of FoTM jobs, puts immense pressure on statics to point where some of them break apart, is virtually impossible to do with a PuG until months of gear growth has nerfed it and even then remains so hard that the majority of people don't even care to try it? In that case it is just the right difficulty.
    that is mainly issued by player competence though, party finder groups can kill content in savage, it's been proven. (albeit, its mainly in JP) but even on odin ive seen pug groups for a5-7s as well as a few for people wanting to practice a8s. it just requires people to know their job, of which then it becomes less of an issue to kill the fights.. also we can't compare an end game raid to an extreme trial under any circumstance, and if we were going to, people complain about them just as much for difficulty. (remember the thordan fiasco despite it being extremely well received in terms of difficulty?) and as for your second point, you've severely over-exaggerated the raid contents push, the content is usually designed around the lowest ilvl available given in at a patch cycle. e.g: 220 for midas. the content is relatively challenging, but it doesnt exactly require a "well thought out composition" and it certainly isnt needed for "Months of gear growth" to down these either for pugs, because ability in raid is down to an individual mindset, if you can pull your own then you can do the content. its just mainly execution as a unit rather than an individual from most cases.
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