I understand that the correct difficulty to epicness ratio will be subjective and vary from person to person. Using Superman as a reference, he typically deals with city/world ending level of threats, much like the WoL does, with varying degrees of difficulty depending on the villain of the week, sometimes he might have to assist Batman with a more low level villain, other times he may have to team up with others to stop a galactic/reality level event. It varies for the sake of keeping things interesting. If Superman doesn't struggle to varying degrees across all those different events, some people start to see a disconnect. IE deals with Darkseid, but then has issues with a common bank robber, it just feels horrible and out of place. Now you make a game for Superman, narrative flows right with the scale and challenges, but the game play doesn't line up. Same issue. And in FFXIV, the story is going to the galactic/reality level, but the game play is staying more around equivalence of the street/city level with the very rare step up towards world. And while I am eagerly looking forward to our rematch with a certain someone in the future(I assume we will have one) I also dread it for this very reason. As he screams that he should be up around the Galactic/Reality Level of threat from his actions and the story telling, and I want the fight to have a difficulty that appropriately reflects that. But yet we just got done with a story boss that should have been up there on that kind of level for challenge feel... and there was not much there. Every now and then it can be brushed off, but when it repeadedly happens it starts to break immersion and ruin the overall feel, and for those looking for more endgame challenging content. Its likely at that point, or very close to it.
You might not feel its not hurt for not having the difficulty, but we feel it could benefit from having a little more difficulty dotted about here and there. You might remember these dungeons, Halatali, Sunken Temple of Qarn, Cutter's Cry, Dzemael Darkhold and Aurum Vale? Do you also remember that they were also optional and slightly harder than the other leveling dungeons? They stand out to me a bit more than some of the other ARR dungeons, because they had that slightly higher difficulty to them. Every other dungeon in the game is either MSQ or Tomestone related. When was the last time we had a non-Story leveling dungeon? Did having those dungeons hurt the game any?
And just some fun things to note. ARR 2.0 had 16 dungeons on release(5 not tied to the main story or tomestones) + the first 5 pieces of Coil, and the 3 hard Primals, the 3 story primals plus a couple other trials. Now we get 5 story leveling dungeons, story final dungeon, 2 tomestone dungeons, the new raid, 2 ex trials, plus the story trials.(there might be a couple I'm missing) Do we really need every expansion to have a Story dungeon every 2 levels? Does every expansion need to release with only two Tomestone dungeons and 2 ex trials? Leaving us to a perpetual 5/2/2 content production? Is there any legitimate reason that a couple of those story leveling dungeons be could not be decoupled from the story and used as for a more challenging tomestone dungeon to help set the stage for an 8 or 24 man piece that will be dropping later in the content cycle? Or use the time and resources spent on a filler leveling dungeon to develop an extra trial that might be more satisfying? These are the kind of questions that don't get answered if you just blindly follow what worked in the past.
But you know why people find methods to cheese and breeze anything in MMOs? Its all about how to get the shiny loots the fastest. Nothing more, nothing less. A way could be found to have the nice single player story content that is needed for immersion, as well as the grind MMO's think is always necessary. The grind is pretty much there only to help address the problem of content being consumed faster than it is produced.
In the end, it really comes down to how much time and money they have to spend. But the thing is does it have to stay 5 leveling Story Dungeons, Final story dungeon, 2 Tomestone dungeon, and 2 ex trials + the raid, or could 3 Story, Final story, 2 Tomestone, 2 ex trials, mini raid, main raid work? Or even 3 Story, Final Story, 3 Tomestone, 3 ex Trial, raid. Why the insistance of it always being 5 level, 1 final, 2 tomestone, 2 ex trials, raid? This is where the whole could some of the budget be shifted around comes into play. As there is a little bit more freedom to play with the difficulty when have the classes full toolkit vs having to change it up every 2 levels just for the sake of leveling. Would shifting where the dungeons fall really hurt so much? Especially if there could be a slightly wider spread to the dificultly and a lil more room for the devs to experiment on what does and doesn't work on that front instead of having to play it safe due to the leveling curve?


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