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  1. #1
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    Most people don't ignore Yojimbo's coin mechanics, and he only picks up one or two coins. Now how do you balance that for a challenge?

    A lot of the "make it hard" people have no idea how to actually make things harder. With yojimbo, there's only so many coins four players can pick up at a time, and they are unable to do anything while doing so. One hit breaks the picking up. The actual mechanic is pretty precise, which is why you rarely if ever see people activating ground icons in a fight any more; the "duty action" to activate them in S6N replaces that.
    You missed my point. People only bother with the coin mechanic because it speeds up the fight. If you could ignore it and he just immediately smacks the party after say, fifteen seconds. No one will ever touch it again.

    Now you're being obtuse. Time and again have I cited The Aery, Vault, Stone Vigil, Amdapor Keep and others as example. They have already done better in the past. In fact, simply scaling the dungeons closer to our actual ilvls when they release would at least be something.
    (2)

  2. #2
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    Now you're being obtuse. Time and again have I cited The Aery, Vault, Stone Vigil, Amdapor Keep and others as example.
    You already have them in game, and they haven't really taught people anything. And tbh we had dungeons with even more mechanics after, like Neverreap, Baeslar's wall, etc. It's not like there are virtually no mechanically intensive dungeons in this game.

    And some of those aren't even difficult save for certain things. Qarn only is hard because there is no link in a player's mind between "get doom status" and "step on a plate to clear it." Vault was hard mostly because of one boss who sped mechanics up much faster than players were used to; its not hard at all except when he executes all his mechanics within a couple seconds of each other midway through the fight. They aren't really going to change anything if players have that level of difficulty at expert; players will adapt because it's just a random spike in difficulty on a certain boss or an obtuse mechanic.

    Quote Originally Posted by Riardon View Post
    Yes the game became way too easy. It's not a dev fault though. People are just horribly lazy players. Most people want everything with 1 click without any effort. Most people don't even bother to read their skills. Devs just want to appeal to the masses to gain subscriptions. We had challenging dungeons but everyone hated them because they required a bit more effort. We had challenging story trials as well. People cried in forums that it's too hard. So the Devs went ok whatever here is your faceroll 1 click win.
    You've seen how people react to hard content with ex trials and savage; why on earth do people want the rest of the game to swing in that direction? People can't always do savage with their friends due to difficulty, and have the hardest time finding people to do content with in statics or in pugs. Can you imagine that trickling down to story and expert?
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    Last edited by RiyahArp; 03-25-2018 at 05:38 AM.