This would make the game spectacularly less fun and just make players quit a lot earlier. The hard content in this game simply is not fun for a lot of people, and trying to push it down earlier in the pipe would just make leveling as unpopulated as savage.Actually up it's difficulty curve on solo/leveling content to actually encourage the idea of improving as a player early on. Games in the past did this which contributed to there not being a visible skill level difference between casual and hardcore players and the difference between the 2 was little more than the amount of actual time they spend on the game.




I find it rather telling how you equate actually knowing how to play your job properly with being less fun. Making dungeons not a complete joke doesn't somehow make them impossible, unless you have no idea what you're doing. In which case, how about some personal accountability? The Vault, Aurum Vale, Weeping City and Final Steps of Faith are all examples of reasonable difficulty, but I suppose anything beyond Xelphatol, where you don't even need a tank stance since nothing remotely scratches you, is just too much. The whole reason higher end content has a low percentage is due to the lack of a difficulty curve. It goes from braindead easy to moderately hard to decimating you. Such a sudden spike makes people quit far quicker than if dungeons actually required some healing outside mass pulls.
People know how to play their job properly. The issue is playing it in Savage, which is the least fun content this game has made. To make leveling train for that, you'd make the game unfun; you'd have to bulk up the boss length and difficulty, because trash teaches you nothing about fifteen minute boss fights with one shots and enrage. The fact you have to almost always use a video walkthrough of the encounter after the first few days shows its not the job, its the mechanics.

I totaly agree,of course new people that go in savage get rekt or can not be at the level,if you put teddy bear difficulty before,and Satan difficulty after,well yeah people are lost.if they could make only dungeon like the one you mentionned,the community of FF would get better,and not full of braindead lvl 70.I find it rather telling how you equate actually knowing how to play your job properly with being less fun. Making dungeons not a complete joke doesn't somehow make them impossible, unless you have no idea what you're doing. In which case, how about some personal accountability? The Vault, Aurum Vale, Weeping City and Final Steps of Faith are all examples of reasonable difficulty, but I suppose anything beyond Xelphatol, where you don't even need a tank stance since nothing remotely scratches you, is just too much. The whole reason higher end content has a low percentage is due to the lack of a difficulty curve. It goes from braindead easy to moderately hard to decimating you. Such a sudden spike makes people quit far quicker than if dungeons actually required some healing outside mass pulls.
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