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  1. #941
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by TaiyoShikasu View Post
    Possibly unpopular opinion, I don't know: Dungeons gradually increasing in difficulty is something that has existed since the start, it's just wildly inconsistent.
    The issue I have is with the inconsistency (on top of them also nerfing older content when newer content comes out, but that’s another post). That, and how everything just returns to Baby Mode once you reach level capped dungeons.

    The Vault is still pretty next level increasing in difficulty from what parts of The Aery require actually paying attention, it's just what comes after begins to taper off. Great Gubal Library should've saw another increase, but instead not so much. I don't remember most of the level 60 dungeons.
    In terms of level 60 dungeons, from what I can remember at launch, Saint Moccianne’s had a bit of difficulty to it (particularly the pull with the honeycomb wall). The only level 60 dungeon that truly had teeth to it was Baelsar’s Wall (saw that first pull and the second boss murder lots of parties), as well as the final boss of Sohm Al (Hard) (lol at the tanks eating Deadly Thrust without a cooldown and promptly hitting the floor). But, again, there were so many other level 60 dungeons that had barely any bite to them. The level 70 dungeons suffer the same—Bardam’s Mettle, Doma Castle, And Castrum Abania all hit harder than most pulls in the current 70 dungeons (last pull in Hell’s Lid aside; those snake things have wicked autos and cleaves).

    Stormblood dungeons are the same with the difficulty increasing at Bardam's and gradually goes from. Although most of that difficulty comes from mobs hitting like trucks rather than mechanics.
    Again, I’d love to see more difficulty added to dungeons, and I’ve always said that the “expert” dungeons should be harder than the leveling dungeons. Things should have more than just harsh autos to them.

    As for tanking on BRD, I’ve been there many times. If I can live through tanking bosses in 70 dungeons, there is a serious issue with how hard they actually hit.
    (3)
    Sage | Astrologian | Dancer

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    Hyomin Park#0055

  2. #942
    Player
    Join Date
    Dec 2017
    Location
    Ul'dah
    Posts
    496
    Should mobs and bosses just hit harder, like extremely harder? I'm talking near one shots. Why? I dunno.. the dance is only hard until you learn it. Once you do it's over and most never lost to the dance again. That's the hard thing about diffcultly tho. The only thing I seen that works from other games - The Division being one example - is health pools and damage. I don't care who you are, if something always hits for over half HP then you're going to take notice. But then people complain that things hit too hard and are unfair so I dunno. I'm too conflicted cause if I just worry about ME, I'd love mobs one shotting people cause it'll be funny to watch people having to adjust hard. But I know what that'll mean for everyone else. I mean people want things we have now nerfed. - Nowe I'm only saying one shot as an extreme example.- But my point in that is the onyl way I think meaniful change can happen is things need to hit harder.. and by harder I mean ALOT harder. Nothing -gear - should fix either. Otherwise you will always hit a point where things are too easy.
    (0)

  3. #943
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Hamada View Post
    DH, and if you over meld VIs like people that really care should then I am glad, but that is not what I was talking about. I said people should at least show some effort by overmelding some IVs and Vs since they are cheap and not doing that just seems pure lazy.

    Again if your server is more inflated then mine that means you can earn more and basically have the same ratio exchange correct? It does not cost "millions" showing some overmelding, I was not suggesting people needed to absolute bis, I doono how that point was missed. DH tends to be priced the most so that is what i quickly checked, but really no combat materia costs a lot since it is handed to you left and right.
    Have you ever pentamelded a tank accessory? The reason I ask because you clearly don't understand how it works.

    You don't spend gil overmelding unless you're doing it optimally. You can't use more than 1 DH VI due to stat caps.

    DH 5's are not 3k gil. If they are for you it's because YOU'RE on an inflated server not me (more supply drives down price).

    You're making a lot of faulty assumptions about economics and market opportunity as well as showing a complete lack of understanding how pentamelding actually works.
    (5)
    Last edited by KaldeaSahaline; 09-14-2018 at 10:15 PM.

  4. #944
    Player Magic-Mal's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    1,589
    Character
    Malina Loma
    World
    Gilgamesh
    Main Class
    Bard Lv 90
    Quote Originally Posted by HyoMinPark View Post
    Again, I’d love to see more difficulty added to dungeons, and I’ve always said that the “expert” dungeons should be harder than the leveling dungeons. Things should have more than just harsh autos to them.

    As for tanking on BRD, I’ve been there many times. If I can live through tanking bosses in 70 dungeons, there is a serious issue with how hard they actually hit.
    Seriously lol. I think it's about time they just changed the name and remove the word "Expert" entirely. It's stupid at this point that it even has "Expert" in it as none of the dungeons are difficult in the slightest and none of them require expertise. Just call them Duty Roulette: Daily Endgame Dungeons or Duty Roulette: Daily Genesis Dungeons. Then if we ever get actually difficult dungeons, they can call THAT the expert roulette.
    (2)

  5. #945
    Player
    van_arn's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Reynhart View Post
    Considering every content gets nerfed to the ground every time someone complains, I'd say the game itself is designed to give them a pass...
    That doesn't mean the players have to. Keep in mind the player veto is stronger than any design decision or rule Square can put in place.

    I will kick a tank from Sastasha if they refuse to hold threat when I explain what a tank is, and the button they need to press to win threat. Healing is so overpowered I can just let the tank die, refuse to raise them, and continue with dps as tanks all the way up to Stone Vigil, because a tank that refuses to tank isn't a tank.

    It is absolutely not "great community btw" but the flipside is this is tough love. If I can teach them young there's no tolerance for not putting in their share, they'll either give up or buckle down and learn.

    If it's easier for me to focus damage on one dps, and especially if that dps is easier to keep alive than the tank, I will let that tank faceplant. No question.

    Of course, it's Square's failure for even making this *possible.* I've pulled off a counter-tantrum from an underperforming tank in Fractal Continuum hard, and that should not be mathematically possible. Either from my perspective, where I can heal a samurai through boss tanking at expert tier OR the fact that a tank can make it to expert tier without knowing how to tank.

    Worse, I'm not even a good healer. I moonlight as one occasionally; I can only imagine the havoc an excellent healer can cause.

    Especially with rescue being available to all healers in 4.4.


    As for shinryu/Tsuwhatever being "too hard:" good. To put it as indelicately as possible, if people can't clear this content at the difficulty it is, I don't want to see them past that. That content is not hard, nor is it insurmountable. This is level 70 and post-70 content, and "what if they're a new player" is not an excuse. They are expected to know how to play at this point. If they can't swing it at this point and they refuse to reroll, I'd rather they quit than expect a carry or nerf.
    (3)
    Last edited by van_arn; 09-15-2018 at 07:23 AM.

  6. #946
    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
    The stagnation has nothing to do with difficulty
    Actually, it does. You can create a grand spectacle of new mechanics, but if they don't hit harder than a wet noodle, people aren't going to care or even bother with them. Look at how reviled Thordan Normal is. Even casual players voiced their disappointment the epic boss of Heavensward was a glorified chump fight so pathetic you could be at ilvl and still stand in virtually all his mechanics. The devs have openly acknowledged the playerbase views dungeons as boring. Has it ever dawned you that perception derives from how utterly brain dead most of them are? You seem to view a wipe or two as awful. How dare someone not one-shot nearly everything because it's story. That lack of difficulty or challenge is why people breeze through content even more rapidly than before. When nothing has any teeth, it isn't going to last.
    (9)

  7. #947
    Player Magic-Mal's Avatar
    Join Date
    Jun 2016
    Location
    Gridania
    Posts
    1,589
    Character
    Malina Loma
    World
    Gilgamesh
    Main Class
    Bard Lv 90
    Raising this thread back up because I wanted to bring up a concern of mine that's been kinda picking at my head since I dove into 4.4. And it's Power Creep. Something that's running rampant in this game now..

    I remember when the item level was only 130, then 270. Now we are sitting at 400 with what might be 500 and 600 in the future. This bothers me. We are already so strong and Stormblood has put the power creep *through the roof*. Classes are just casually throwing 25k attacks and 50k attacks like it's nothing and we have attacks with 800-1,000 potency. What is the path FFXIV will take with this power creep? Next expansion are we going to get attacks that are 600 potency 10sec cooldown, SAM with 1,500 potency attacks? Grade VII materia boosting stats by 75 each? Tanks with 140,000HP? It seems like that's the way we're going.

    Although we know nothing of the upcoming expansion I feel safe in assuming that this is what will happen or else they you(Devs) seriously change something with the progression system. Or i1000 and +501 STR per piece will soon be a reality. Please don't allow us to just eventually pump out over 100,000 damage regularly like it's nothing and have bosses with a billion HP because it really doesn't sound that fun.. we are already way too strong in SB. Direct Hit is overpowered and too many stats only enhance DPS.
    (0)

  8. #948
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Power creep isn't that big of a concern tbh. They'll probably eventually stat squish everything like WoW has done twice.
    (2)

  9. #949
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Also what are you even on about regarding potency? Those are unchanging static bases. Samurai's and Black Mage's are high because high damage is supposed to be their shtick.
    (1)

  10. #950
    Player

    Join Date
    Aug 2017
    Location
    Ul'dah
    Posts
    2,057
    Oh no. No no no. Don't revive this please lol
    (3)

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