Especially when he does nothing that you haven't seen previously in the MSQ. The only exception I can think of is Akh Morn, and that's because it behaves like it did during Bahamut Prime.I'm mean honestly, shinryu is child's play. Not one mechanic is new or has not been seen already, and really if you made it this far in level AND story then this shouldn't even be an issue for anyone.
Every dungeon AND STORY Trial has honed and trained every player for story boss's such as this.
" Oh no, I have hit a mildly difficult spot. Better not learn and make myself better! I'll just cry for it to be easier "
Its the "last" boss of the 4.0 part of the story, you are supposed to struggle with it a little. Now you at least have over geared ppl that can burn it even with losses. At release you were usually tackling it at 290 ilvl, if not lower since you would get ppl jumping into it before their lvl 70 quests for their jobs. I won't go the "its easy scrub" route, but lets be honest it is nowhere near an ex primals difficulty...what it does share with an EX primal is that once you learn it it is very much doable, it just happens to take considerably less to learn it all than an EX primal.
God, no. Not being able to go to bed because you had to get your buffer into the next level or risk losing your hard-fought progress was a nightmare. That was a horrible idea when EverQuest introduced it and I'm glad to see it didn't stick around long in the MMOs that followed. Even EQII got rid of it and just made it an experience debt, but you kept your level and just wouldn't progress further until you got the exp back to fill that debt. Then MMOs stopped punishing you entirely for someone being a jerk and training the medding area.
The lack of consequences on death I feel has lead to the rise of players that feel its fine for them to not learn how to do anything and just die repeatedly while everyone else clears the content for them. And when you get 5+ players with this mindset together in a duty like RM and fail to get carried things like this topic happen.God, no. Not being able to go to bed because you had to get your buffer into the next level or risk losing your hard-fought progress was a nightmare. That was a horrible idea when EverQuest introduced it and I'm glad to see it didn't stick around long in the MMOs that followed. Even EQII got rid of it and just made it an experience debt, but you kept your level and just wouldn't progress further until you got the exp back to fill that debt. Then MMOs stopped punishing you entirely for someone being a jerk and training the medding area.
Exp loss won't do a thing to solve that. Then you can just get trolled by people you will never seen again who make you lose a level by causing you to die when you're unlucky enough to get into an instance with them. That formula only worked because you were confined to grouping with those on your server and your reputation controlled whether you could get into a camp party or not.The lack of consequences on death I feel has lead to the rise of players that feel its fine for them to not learn how to do anything and just die repeatedly while everyone else clears the content for them. And when you get 5+ players with this mindset together in a duty like RM and fail to get carried things like this topic happen.
Ignoring the nightmare of what happens to your equipped level 70 gear, this would make progression for any content extremely frustrating and artificially drawn-out. There's nothing fun about having to forcefully stop progression on a boss because people de-leveled due to a wipe. And since people got de-leveled, the party is forced to disband while the party is forced to re-level back to 70, only to have to do it again eventually. Does that sound fun at all? Is it fun to have to level up all over again because of the faults of others?
What if I de-level in Expert Roulette due to a bad group? Am I forced to leave, getting the 30m penalty to earn back my level, or stay in the group and become dead weight?
There's nothing fun about having to redo a grind because other people caused a wipe. Nothing good comes out of de-leveling. De-leveling does NOTHING to make the players better; all it does is severely punish mistakes.
EDIT #1:
I know what people would be thinking; they'd think "de-leveling is a horrible system. There's nothing fun about spamming Castrum Abania because my static de-levels every couple of wipes when we do progression on (insert fight here)."
Yet as it stands now people are getting carried into endgame content and expect to be carried through that content as well which frequently wastes time of players that actually took the effort to learn their job class and the mechanics of the game and content. They are entirely content with dying repeatedly because there is no real personal penalty to it aside from an extremely paltry gil cost in repairs. Its essentially a no risk for rewards system to them. They just keep joining groups until they get lucky and find one that can carry them.
At the same time you try to make it like deleveling means you have to play the game grinding exp for a week just to get back into content. In reality it would take less than an hour if the instance automatically cancelled or failed due to players no longer meeting the job level requirement. Deleveling wasn't even a big deal in FFXI unless you were a douche to everyone on your server so that no one would party with you and I'd pulled my fair share of shenanigans in FFXI ranging from pulling valkurm emperor into my exp party, running serket over people in garliage citadel, and pulling every craweler in crawlers nest into the front entrance of the zone. Deleveling or losing exp wasn't a big deal and I wasn't bothered when it happened. The rate of EXP gain in FFXI was far slower than FFXIV and again if they allowed a buffer like they did in FFXI it shouldn't be an issue for end game statics since most people doing savage also farm expert roulette for tomes and therefore should have a buffer if it were enabled.
Last edited by RitsukoSonoda; 08-30-2017 at 12:14 PM.
Then come up with an idea that doesn't punish players who wipe because of someone else, or are doing raid progression where wipes are frequent.
What about fights that are actually hard, like Omega Savage or the "Beyond Savage" fight coming in 4.1? Should raiders be punished for learning a fight?
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