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  1. #11
    Player
    Sebazy's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by RiyahArp View Post
    But a lot of you don't understand casual content at all. Not enough to understand what increasing difficulty means. I know what I need to do when I get into savage, and Im tempted to clear sometimes just to shut up the forum scrubs who think its some kind of achievement. But I don't think you get what making stuff harder means to the playerbase.
    So basically, you ignored everything I said back there right?

    The problem isn't that we don't understand casual content. It's that you don't understand or are simply ignoring what we are saying.

    Quote Originally Posted by RiyahArp View Post
    My anger is mostly because of three things.

    -bad endgame content focusing on one hit kills and repeating single boss fights over and over.
    -how stupid the community is about wanting stuff harder and harder despite how much that failed in HW.
    -SE not changing the formula in one bit from HW in terms of endgame content.
    I'm not sure if you realise, but the bit in bold is exactly what we are arguing for as well.

    You go on to talk about people struggling even in Shinryu story mode. Why do you think that is? I don't think it's because it's too hard, because frankly it isn't. IMHO I think it's because there's absolutely nothing else in the current endgame leading up to that to prepare them for it. This step up in difficulty is even more apparent once you go up to Shinryu EX. This has been the case since HW (As you've observed) and this is why we are kicking off about this as well.

    Quote Originally Posted by RiyahArp View Post
    if you want to seriously think about this, take one dungeon boss 60 and up, and tell me how you will make it harder. Like take the mol at the end of bardem's mettle. How will you make him gradually harder?
    Once again, you're not listening to anything we say are you?

    Let me try and put this in a manner in which you might actually take note:

    LEVELING DUNGEON BOSSES ARE *NOT* THE PROBLEM

    EXPERT ROULETTE DUNGEONS BOSSES *ARE* THE PROBLEM

    /cough, I hate shouting, it's so rude, but sometimes a Lala's got to do what a Lala's got to do =(

    Your example of the boss at the end of Bardam's is a decent boss and you know it, thus why you used it as an example to try and further your agenda. It's dangerous both through decent mechanics and solid damage output that you can't really trivialise it through gear thanks to level sync. This is not a boss that anyone here is suggesting needs to be tuned, so you can stop trying to use that as an extreme example for your silly little forum games already thanks.

    Now for a comparison, lets look at the bosses in Kugane Castle. It takes multiple failures coupled with a sleeping healer before there's any risk of anyone dieing. The only way I've seen anyone die in a manner that a simple Regen couldn't keep them alive through everything is on the Ninja boss with the tile flip move, it is possible to get hit by both tile flips and that will kill you. But that's also quite an impressive (and amusing) trick to pull off, hardly a fair example.

    Quote Originally Posted by RiyahArp View Post
    No one seems to get this. The only way you can make a mechanic hard is if failing it kills you, or if it will kill the whole party unless quick action is done. So when people talk about increasing difficulty, they tend to just be abstract about it.
    It's quotes like this that make me believe that you literally have no grasp on what you are talking about.

    Hang on, let me get the 72pt bold marker out again, I think it's needed here:

    MAKE THE MECHANIC *EASIER* TO ACHIEVE BUT ALSO MORE PUNISHING WHEN YOU FAIL IT

    Believe it or not, there's actually more to an encounter's difficulty than how much raw damage it throws at you. For example, if we take Hashmal's extreme edge attack and simply make the cast time several seconds slower, it would become noticeably easier despite still being close to a one shot. The endgame in ARR was far more simplistic than what we have now, it certainly wasn't a pushover by any stretch. Titan HM and Susano EX are similarly challenging encounters when you consider how they were when they were relevant fresh content. One is simplistic but highly punishing, the other is far more complex but also much more forgiving at the same time.

    This same mentality has carried over to dungeons in an even more extreme manner. Have you ever seen the WaterPony boss at the start of Skalla done entirely cleanly with no debuffs getting thrown around? I'm fairly certain I haven't. It's actually pretty challenging for everyone to place their puddle and position their tether in a manner that they're not going to hit themselves or the rest of the group. But then it just doesn't matter so very few people bother with it. It's pretty routine to see 5-6+ debuff stacks and it just doesn't do enough for anyone to care.

    Until you grasp the various nuances of encounter design, then I'm afraid your knee jerk comments and cherry picked examples hold no water with me.

    Quote Originally Posted by RiyahArp View Post
    I never said it was easy, i said it wasn't an achievement. That is I don't value people who beat it any more highly than others. and yeah, ill back it up. But then I don't value people who make me run through hoops much either.
    I'll look forward to seeing the log.
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    Last edited by Sebazy; 01-24-2018 at 10:46 PM. Reason: Tidying up grammar eeeee
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~