Oh no it wants to bite my ankles off!


Oh no it wants to bite my ankles off!




Pls, I've got enough manifestos to stand on and reach your knees np! *nomnom*
Hopefully they get it back on point aye, ARR actually had a pretty decent learning curve when it launched. AV and WP both forced you to pay attention and do some mechanics to win, whilst AK's bosses taught you the importance of awareness and movement whilst also being able to maintain DPS. These lessons carried into the HM primals with Titan acting as a gatekeeper of sorts for both relic weapons and of course the end game raiding scene with BCoil. With HW it was all up and down right from the word go.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~




Pharos Sirius was the end of the properly balanced dungeon content. people were quitting at the beginning of the dungeon cause they knew they suck and didn't had any plans to get better, to not getting pharos in roulette they didn't even unlocked the dungeon in the first place. so they changed it that you have to unlock all dungeons to be able to enter roulette. that was good. but at the same time they nerfed the current dungeons and released only baby mode dungeons since then.Hopefully they get it back on point aye, ARR actually had a pretty decent learning curve when it launched. AV and WP both forced you to pay attention and do some mechanics to win, whilst AK's bosses taught you the importance of awareness and movement whilst also being able to maintain DPS. These lessons carried into the HM primals with Titan acting as a gatekeeper of sorts for both relic weapons and of course the end game raiding scene with BCoil. With HW it was all up and down right from the word go.
pharos was not even that hard. and when people didn't run away at the entrance we finished it every single time. we should go back to patch 2.1 pharos sirius difficulty. for every dungeon, so nitpicking doesn't matter, since you can't get an easier one for roulette. people WILL get better, but you have to force them. othewise they choose the easy way.




You can't force someone, but you can provide incentives. Weeping City remains a prime example of "touch love" so to speak. People whined about it and Final Steps of Faith but the devs said they wouldn't nerf it. Because the rewards were good enough, people got over it. Stormblood could easily accomplish the same thing if the devs bump the difficulty up from the get go.
They did that with Gordias Savage. That didn't work AT ALL, and Yoshi admitted that the difficulty was too much there due to some jobs getting barred from running those raids.
The issue with healing in this game is that it's a player-created circumstance further promoted by content like Gordias Savage being developed to require healers to do the job of a DPS on top of the primary task of their chosen role. The goal for healing difficulty should realistically be enough so that healers have breathing room to do damage not because they have to, but because they want to, whether it be to relieve boredom or to gain enough credibility to tell that lazy DPS to git gud.
As someone who has played both, I can say from personal experience that tanks have gotten far more than enough love, and devs should start giving some to the healers that put up with emphatically incompetent DPS that wonder why the healer isn't doing enough damage when that healer can barely keep up that paperweight of a tank who insists on pulling everything and then hiding behind a corner. /rant
https://youtu.be/DOFgFAcGHQc?t=120
the force approach worked there.. now to put it in ffxiv ....
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