Quote Originally Posted by Remedi View Post
It really isn't fair to make a comparison 1 on 1 also because of how mmmh forgiving blizzard fanbase really is, blizzard has 15 years of gaming and fanbase that can allow them to survive an expansion like wod, can it happen here? No it really won't
FF14 had 1.0. You want to talk about a forgiving playerbase? WoD had a ton of bad things about it. People forgive, but they do not forget. This applies to both games IMO and is why a 1 to 1 isn't as unfair as you are saying it is.

It took them 3 tries to find a way for challenge mode to took off and honestly they needed the help of a carrot on a stick + D3 team and that is with a background that made it easy for it to work.
What were the 3 tries (MoP/WoD CMs 1 & 2?)? CMs were a huge success. People loved them. Blizz took it one step further by improving them and making them more mainstream via Mythic+.

FF14 feels to much stiff at the moment for mythic+ to work well, they need to sort that out before they can reliably do something like that here OR they could try and find something else, eitherway it's not something that will come out in a way it'll require time and trial and error.
Now this we can agree on 100%.

Because honestly I want you to picture all the trashes in each dungeon having like 20x the health and doing moderatively more dmg, that would be like having HP sponge enemies and I don't know how much fun it'll be
Bingo bango bongo.

Quote Originally Posted by Tsumdere View Post
Oh, yeah. F' that. I do want more than an HP buff. I have no idea how Mythic+ works, but from the sounds of it is really is just an HP/DMG up buff which really doesn't change the way you have to approach the dungeon or anything. That does sound boring.
Mythic+ does far more than just HP/DMG up buff. Mythic+ is some of the most fun gaming I've ever had in over a decade of MMO's. It absolutely changes the way you approach a dungeon.

At its core it's a scaling dungeon system. You get a key for a random dungeon that you then try to beat the timer on. At the first few levels, there are no affixes, just raw hp/dmg modifers. Depending on how fast you beat the dungeon the more your key "levels up". Once you hit level 4, an affix gets added. It might be something like:
  • volcanic eruptions spawning underneath you frequently forcing movement
  • enemies drop threat more frequently
  • killing an enemy boosts other enemies HP/Dmg forcing you to kill around same time
  • enemies enrage when low on HP, dealing significantly more damage
  • slain enemies burst when killed draining your HP

Here's a full list of them if you're interested.

At level 7, you get a second affix so now you have to deal with both issues, and increasingly more damage/HP of enemies.

Then at level 10, you get one of two affixes (fixed for the week for all keys):
  • Tyrannical - increases boss damage by up to 15% and HP by 40%
  • Fortified - Trash has 20% more HP and deals 30% more damage

These are in conjunction with key scaling modifiers. What these affixes do is drastically change which dungeons become harder and which parts and how you approach them.

I'll give an example. In the Eye of Azshara dungeon when we were pushing early +15 keys, the final boss gave us a really hard time. His mechanics are fairly straightforward:

Dodge lightning bolts and tidal waves, stack up for Meteor effect, and spread out for Arcane Bomb. When the boss gets low on HP, he gains a buff where he attacks faster and hits harder and his auto attacks splash the entire area.

The issue we had here was that the passive unavoidable AOE damage of that phase made it very hard to be healthy enough for the meteors. It meant we had to get creative to find ways to have our healer DPS as much as they could while also giving him time to stabilize, while we could avoid stacking for meteors. What ended up happening is I would help heal right after meteor to help stabilize the party so we had enough HP for the next one.

I have dozens more examples of times we had to get creative to solve the puzzles Mythic+ presented us, and it's why I defend it so heavily.

Quote Originally Posted by KisaiTenshi View Post
There's no point making a "challenge" mode that is just 10x the HP, and utterly devoid of anything new.
There are exactly 0 people in this thread who have requested that, so either please put an iota of effort into actually reading/understanding what people want. No one wants an HP sponge update.

This is about what the dev team should be putting resources into, and the raiders only play 1% of the content. It's not in the dev teams best interest to design new content that only raiders play, since they don't respect the developers enough to not spoil it.
Source? Also why do you think that only raiders would be interested in harder dungeon content? Your immense hatred for raiders literally oozes out of your word selection. Your bias is honestly depressing and not healthy at all.

If the developers are going to spend any development time on anything new, I'd rather they come out with new content, and not give us 20 versions of Ifirit, Titan and Garuda again. They should be designing content to have more than 2 days of longevity, and that is perhaps why they are releasing content in smaller and smaller amounts more frequently.
Like? Give examples of new content they should come up with. Mind you I agree that that the content durability design is awful.

I the past I've given examples of how I would design content:

Here are a few links:

If you've not ever looked at how the HP scales in FFXIV, every single monster in a dungeon is the same level, and has the same HP except the bosses.
I'd have to turn on HP values again to verify this, mind sharing your source and how you determined this? Not saying you're wrong, but I'm curious how you quantified it.

Quote Originally Posted by Kaliesto View Post
If they would just knock it off with the Enrage Timer (which to me is the most blatant piece of crap ever made just to prolong content health, I seriously doubt they just added it for a sake of a challenge) then I guarantee more players would start giving more of a damn what Savage Content has to offer because you don't have to worry about some crazy timer you have to beat.
Enrage timers are incredibly valuable. They show us who is contributing and who is getting carried.

Kind of like the DRG who does nearly half the DPS of a tank.

I'm going to outright say it, the only reason Deltascape Savage, Sigmascape Savage are difficult is not because of the mechanics involved but because of that stupid Enrage Timer that should be removed from the game. You just don't punish players like that when they're so close to their reward for having to slog through these fights, that is a big slap in the face for parties when got put through hell to make it to the end only to fail because of a timer.
Enrage timers are a mechanic whether you like it or not. And failing that mechanic has consequences. I would VERY STRONGLY recommend you getting some help with your performance if you continually struggle with enrage timers.