Aha ha haha ha I don't give my healers time to DPS.
Aha ha haha ha I don't give my healers time to DPS.
Extremes became progressively easier since Sephirot and the normal mode of any raid has always been more or less a faceroll. Even Savage was scaled down.That's why we have Extreme mode primals, Deltaverse, soon Deltaverse (savage) and trials like RM.
Dungeons can stay as the accessible content for people who don't want a huge challenge.
And, as I said, there are healers who are not able to keep up with damage or struggle to do so in the dungeons already, so increasing trash mob damage won't help anyway.
Nor will continuously dumbing everything down to cater to them. Why are these players struggling? Perhaps because until they actually step into an Extreme or Savage, the game hand feeds them everything. Take Lakshmi, for example. I did a learning party with a friend the other night and despite multiple deaths since many of us went in blind, we still managed to bring her to 20-30% on like the third attempt. Some were even ilvl 300 either. That's how easy she is.
I agree with the comment on page two about gear longevity effecting its value and people's willingness to get it. I would like to add the point that on top of it being 'hard and able to be replaced next patch cycle', it also does not necessarily provide enough time for average players to learn the content adequately / quickly enough to make the loot worthwhile. Either it becomes a skip phase because of the mentioned crafting gear, or they figure by the time they get the gear they won't have time to enjoy it anyway because of raid / loot structure. The question becomes, then, how could this be corrected without trivializing the crafting classes?
dungeons are long enough please do not increase my suffering.
As for the primary topic, a change like the one requested would not work in this game. The dungeons have a very set structure to them with the bosses being the highlights and the trash serving as a slow down period or buffer in between. Also, slowing down the game by creating cc dependent fights would be counter intuitive in a game where the dungeons run on set timers. It would potentially create no room for wipes which would make the learning curve tedious at best and impossible via duty finder at worst.
When they make tanking mechanics involving enmity and damage mitigation deeper than sure.
Yeah, a lot of us have mentioned that, yet a couple of people continue to ignore it and then tell us how faceroll easy everything is, including Extremes.
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