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  1. #11
    Player

    Join Date
    Aug 2017
    Location
    Ul'dah
    Posts
    2,057
    Quote Originally Posted by RiyahArp View Post
    All that would do is just make endgame even more barren than it is now. Savage isn't fun for the playerbase, when will people get this through their heads? trying to funnel people into it by making the game harder is helping no one; it just means instead of not doing endgame, people wont bother to reach it. Ugh, farming ex trials is tedious and boring, you want to make expert a similar pain?
    Wrong...Savage isn't fun for you.

    Honestly, the comments you are replying to are not suggesting starting taking things up to Savage mode immediately. No, it shouldn't be that way. But after story content, Hard mode dungeons should actually feel like hard mode dungeons. At this time, the Aurum Vale, Pharos Sirius, and Stone Vigil in their current iterations have more challenge to them than say, Shisui of the Violent Tides (don't get me wrong, i love this dungeon). Yes, level sync plays a role in them, but they're still challenging because you can't faceroll them easily with PUGs. But the content does need to start getting harder, to encourage and prepare players to go into Savage fights.

    Hard mode dungeons are optional - so gradually make them harder. It isn't like players don't have the tools to survive. But at some point, the casual player base needs to start stepping up their game. As much as Yoshi P and the devs try to close the skill gap, it won't happen as long as players continue to get by with faceroll content. You could give players the same hotbars that PVP has, and you'll still find that one BLM who only uses Thunder, or that RDM who somehow finds a way to only hardcast Verthunder.
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    Last edited by KaivaC; 01-12-2018 at 05:43 PM.