bads gonna bad
bads gonna bad
This isn't about more content that is difficult but rather about building a bridge so that the content that is difficult now is accessible to more people.
If you had to pay attention in an Expert roulette people would still do expert roulette because it's the easiest way to get mendacity. Use the draw of a reward people want already to bring them a little bit further from absolutely awful.
I will say there are players out there that are bad at their chosen jobs, the issue is that the ilvl gate on content is one that continually gets eliminated in the next patch.
There are people doing Rabanastre now that have no business being there. In my run last night one of my group members informed me that I was first in DPS for the group by 500 dps on RDM aka the DPS job with the lowest personal DPS. No new player message, this was not anyone's first rodeo. Those other dps should need to clear some kind of Stone, Sky, Sea dummy to enter group content where dps matters.
Right now SE is relying on the comparatively small portion of their playerbase that cares about performance to wind up in situations lile this and be able to carry the hypercasual players through, the problem is when you get unlucky enough to not have more than a few competent dps in an encounter with multiple dps checks. Arrogant as it may sound I think that group would have disbanded on Mateus if I hadn't been there and instead my slot was filled with another dps doing less damage there than I do on WHM.
These situations crop up all over. I've seen a Ravana HM disband because one healer didn't even have a job stone equipped and the other healer wasn't skilled enough to keep the group alive basically alone. SE's current theory seems to just be "let's hope the DF adds enough competent players to any given group for them to have a chance at clearing" and to me that is the attitude of a dev team that has given up all hope of educating their playerbase.
And why should i stay from group content? I feel I do my job good enough at content I'm doing, thing is that i'm just not obsessed with optimisation and perfection. You know why? Because when you try to be perfect - you fail a lot, cos each little mistake is fail. Omg, I pressed cd 0.2sec too late! DPS loss! Oh no, boss turned and i screwed my positional. DPS loss! /o\ Hey, there's so many ways things can go wrong or not according to plan, so if you are all about perfection - you are bound to be constantly disappointed and frustrated.
So I think it's best not to push myself hard, just try to play at acceptable level and it's all good. And no, i don't treat regular dungeons as content who is meant to prepare you for harder content.... No, they are quite enjoyable, until party joins some elitist who complains that tank and healer should dps more...
i'm quite sure there's a happy medium between obsessing with optimization and perfection, and simply trying to do better and be better to make a more enjoyable experience for those around you and, by proxy, yourself, since as you said it becomes less enjoyable when some "elitist" joins and complains. they're literally just asking you to press more buttons, it's not really a huge request
I honestly think they should implement a mechanics-only solo instance that increased in difficulty the more successful you got.
Each stage could be different and have different obstacles with no actual combat.
Thinking more like fighting Bardam in Bardam's Mettle, but on a larger, solo instance scale.
My question is... are EX Primals intended to be that midcore content?1-Players need to improve because they play with other people. It's not fun to play with people that don't play accordingly. That applies to every game ever.
2-Yes, you have options for difficulty: Dungeons, NM primals, NM raids, EX primals, Savage raids, Ultimate.
3-Adding a middle ground: Midcore content, will help with their learning curve. If everything is faceroll easy, these attitudes will carry over harder content.
4-The topic aims to find a way to educate "bad players" and find a way to teach them how to play accordingly, see point 1.
Tough to answer. They still fall into that "don't know the mechanics = wipe" category, but they do, once you know the mechanics, come into the "easy" category.
I don't know how to implement it, or what is considered midcore in this game... is it the 24man stuff?
so if savage is the only type of hard content in the game, why does there need to be more easy content?
Every dungeon, normal primal, and Delta/Sigma normal, are by all accounts, easy content.
I’m of the mind that it’s not exclusively a lack of skill, but also a lack of effort.
The only midcore content I've seen in the game so far is Raubahn and Pipin EX.My question is... are EX Primals intended to be that midcore content?
Tough to answer. They still fall into that "don't know the mechanics = wipe" category, but they do, once you know the mechanics, come into the "easy" category.
I don't know how to implement it, or what is considered midcore in this game... is it the 24man stuff?
We already have rab and shinryu, and on release they really weren't all that fun content to do the few times they popped up after, with appropriate ilvl. I really don't want launch rab and shin to be the standards for experts i have to do once per day. The easy content is nice because you aren't spending 45 min to an hour because your party keeps wiping at a particular boss. And apparently, even that level of content doesn't breed good players, since we still get all the complaints.
If you constantly get annoyed by others, just get a good FC and do everything in a static. Because I really don't think making this game harder will make players better.
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