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  1. #21
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,597
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Colt47 View Post
    snip
    They've actually been doing the dyeable raid gear only from Savage since the first tier of Alexander(Gordias).

    As for providing content to players that convey how to play their jobs... mmmm, there's no perfect way to do that or implement it. I'd also argue that they do way more than enough to teach players. It is the players that do not want to learn. When you can't even convince somebody to read a tooltip, that's a bigger issue than anything else. How can you expect someone to communicate or memorize a fight script if they can't even read two sentences about their ability functions?

    As for them no longer gating raid progression. Well, they gated raid progression in Binding Coil through Final Coil, but this upset people because many could not contend with Turn 9. So starting in HW, they kept raid tiers compartmentalized, only locked behind the normal mode raid, so that people could move on and try out the next savage raid tier without having to slam their heads against what for many was an unbeatable fight. Getting good at the game takes time, even learning one well designed semi-hard fight won't make someone automatically able to just understand a higher tier of mechanics. There is no conceivable way to design a fight that will certify that a player is Savage or Ultimate ready.
    (5)

  2. #22
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Vyrerus View Post
    They've actually been doing the dyeable raid gear only from Savage since the first tier of Alexander(Gordias).

    As for providing content to players that convey how to play their jobs... mmmm, there's no perfect way to do that or implement it. I'd also argue that they do way more than enough to teach players. It is the players that do not want to learn. When you can't even convince somebody to read a tooltip, that's a bigger issue than anything else. How can you expect someone to communicate or memorize a fight script if they can't even read two sentences about their ability functions?

    As for them no longer gating raid progression. Well, they gated raid progression in Binding Coil through Final Coil, but this upset people because many could not contend with Turn 9. So starting in HW, they kept raid tiers compartmentalized, only locked behind the normal mode raid, so that people could move on and try out the next savage raid tier without having to slam their heads against what for many was an unbeatable fight. Getting good at the game takes time, even learning one well designed semi-hard fight won't make someone automatically able to just understand a higher tier of mechanics. There is no conceivable way to design a fight that will certify that a player is Savage or Ultimate ready.
    The problem is tackle-able, the issue is that the growth pattern for FFXIV sort of caught Square Enix off guard from what I've seen on their financials. Most games hit their peak audience numbers some time shortly after the third expansion, but Stormblood was sort of a dud in terms of expansions and the one that really blew things up was Shadowbringers. So they hit this issue of not streamlining the ARR story soon enough and went with the typical end game content pattern they were used to, which caters to the audience that already got past the wall. Just about the only thing they could do to make it easier in the short term for new players was throw in the moogle tomestone events and pump EXP up so that the players could jet to max level as fast as possible. However, they can't really bypass the MSQ, so they get walled there and outlevel the MSQ by miles.

    Then the other problem is that these new players get carried through mechanics by the geared players. Bardam was supposed to teach players how to do certain mechanics on the second boss, but I recently just carried an entire group through it that were all sproutlings. They didn't so much as dodge and after it was over they were confused on what the heck just happened. The Lost City of Ampador Diabolos fight was the only fight that did it's job of forcing people to stop and think, but it is a side dungeon and not a MSQ one.
    (0)

  3. #23
    Player
    Frizze's Avatar
    Join Date
    Feb 2016
    Posts
    2,940
    Character
    Frizze Steeleblaze
    World
    Lamia
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Colt47 View Post
    Then the other problem is that these new players get carried through mechanics by the geared players. Bardam was supposed to teach players how to do certain mechanics on the second boss, but I recently just carried an entire group through it that were all sproutlings. They didn't so much as dodge and after it was over they were confused on what the heck just happened. The Lost City of Ampador Diabolos fight was the only fight that did it's job of forcing people to stop and think, but it is a side dungeon and not a MSQ one.
    Ive never been in this situation, but id have been tempted to take an intentional L there. Yeah, youre making the dungeon take 3(+) more minutes, but making at least one of them successfully do the dodges each round might be worth it. While you run back, just quickly explain that this fight is designed to test players ability to dodge different telegraphs and AoEs. If they cant do it, the game deems them unworthy continuing onward. Or dont. Im sure some wouldnt take that well. As for Diablos, originally you might have had to think. Last time i did that dungeon synced you could power through and ignore the door mechanic(i think it was out DPSing him, but maybe even just healing through it?). Another opportunity lost to power creep.
    (2)

  4. #24
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,597
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Colt47 View Post
    The problem is tackle-able, the issue is that the growth pattern for FFXIV sort of caught Square Enix off guard from what I've seen on their financials. Most games hit their peak audience numbers some time shortly after the third expansion, but Stormblood was sort of a dud in terms of expansions and the one that really blew things up was Shadowbringers. So they hit this issue of not streamlining the ARR story soon enough and went with the typical end game content pattern they were used to, which caters to the audience that already got past the wall. Just about the only thing they could do to make it easier in the short term for new players was throw in the moogle tomestone events and pump EXP up so that the players could jet to max level as fast as possible. However, they can't really bypass the MSQ, so they get walled there and outlevel the MSQ by miles.

    Then the other problem is that these new players get carried through mechanics by the geared players. Bardam was supposed to teach players how to do certain mechanics on the second boss, but I recently just carried an entire group through it that were all sproutlings. They didn't so much as dodge and after it was over they were confused on what the heck just happened. The Lost City of Ampador Diabolos fight was the only fight that did it's job of forcing people to stop and think, but it is a side dungeon and not a MSQ one.
    Mmm, no fight in the game is exempt from being able to carry people to a certain extent. Well, except Ultimates. Every dungeon can be beaten by the group if the healer stays alive. In some cases where group wide damage is low enough that things like bloodbath can keep DPS alive, just the tank and DPS staying alive can beat dungeons.

    Unfortunately, even Diabolos in Amdapor City's mechanics could be ignored if the party had ilvl 105 DPS or higher, just by zerging through his HP and stunning the casts of Nightmare. The group can live through 1 use of his ultimate attack, and he doesn't have enough HP to get a second one off, most of the time.

    The game had a pretty high player spike in Heavensward too, but they shot their raiding playerbase in the foot with the nearly unbeatable Gordias, which caused a lot of people to outright quit the game.
    (1)

  5. #25
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    All 4 trials lmao

    I say the worst one is the 2 samey dungeons in expert roulette.
    (0)

  6. #26
    Player Mindiori's Avatar
    Join Date
    Jul 2016
    Posts
    163
    Character
    Reika Hanehara
    World
    Ragnarok
    Main Class
    Archer Lv 70
    So your solution for your own inability and selfishness, is to further ruin the game for those of us who actually possess the ability to complete it. Simply because you want the rewards fitting a greater amount of effort than you can be bothered to invest.

    I've seen some hilariously terrible stances in my time but besides being honest about the reasoning, such lines of thought just leave me dumbfounded honestly. If you cant be bothered to reach a comparable level to those who can achieve something - don't. As plenty of people have already said. Expecting a gold medal for something that doesn't even qualify for bronze (and complaining about it) is actually a dismissable argument at the Olympics and they reserve the right to boot you out the door. If only the same applied here. Sigh.
    (11)

  7. #27
    Player
    rxantos's Avatar
    Join Date
    Mar 2020
    Posts
    147
    Character
    Celes Bradford
    World
    Typhon
    Main Class
    Paladin Lv 100
    If someone else could do it, unless you have lag. You can do it. And get a sense of accomplishment when you do so.
    I do not do savage. But I do not see anything wrong with having hard content. As far as games go. FFXIV is pretty easy.

    The only thing I would like is dungeons with ultra hard bosses that are not by appointment. So people will continue to come and go until the boss is defeated. Like a competition between worlds and companies. Something like company that does most damage, gets a stats bonus for the rest of the week. Plus a monument in their main city when is accomplished.
    (0)

  8. #28
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Well, after doing savage for a couple weeks to get a feel for what the end game is like I'm going to say "yes the devs over-tuned it", but I'm going to preface that by also saying they didn't intend this content to be run by most people. Albeit, even for those people E6S is really badly designed with some not-so-obvious pitfalls. I think the devs need to go visit the WoW Forums from the time of the Sunwell and checkout what people said about Brutalis.

    To put it bluntly, Brutalis is exactly what E6S is at the gear level that most people are going to have on it's inception. It is a pure gear check and dps check that goes down to the wire, even more so than Ramuh, and requires a lot of things to line up properly to even pass the fight. It has a clip issue with the Meteor Strike where ifrit can actually hit you even though you "dodged" the landing zone for the attack if you are on the side he is facing, and due to how the "Hands of Hell" style mechanic works it is not readily apparent which part of the attack sequence on the tanks is the real tank buster. You can definitely figure it out eventually, but I'm not surprised if people just get walled on that one.

    Considering they added Ultimate, there really isn't a need to have savage be super tuned hardcore mode anyway. What people want right now is something more akin to a normal level of difficulty raiding scene that they can grind to get the dye-able eden sets. Also, I think that the only thing having something on the level of Eden Savage will bring is a ton of toxic people wanting to throttle each other as they struggle to find some way to get past the content, with the few groups that do get through the wall basically bouncing back until they are bored with trying to provide charity runs.

    It kind of makes you wonder why someone would even bother making content when they know it is going to go toxic.
    (2)
    Last edited by Colt47; 05-26-2020 at 05:40 AM.

  9. #29
    Player
    Stepjam's Avatar
    Join Date
    Jul 2019
    Posts
    1,203
    Character
    Gabriel Morgan
    World
    Adamantoise
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Colt47 View Post
    Considering they added Ultimate, there really isn't a need to have savage be super tuned hardcore mode anyway. What people want right now is something more akin to a normal level of difficulty raiding scene that they can grind to get the dye-able eden sets. Also, I think that the only thing having something on the level of Eden Savage will bring is a ton of toxic people wanting to throttle each other as they struggle to find some way to get past the content, with the few groups that do get through the wall basically bouncing back until they are bored with trying to provide charity runs.

    It kind of makes you wonder why someone would even bother making content when they know it is going to go toxic.
    Savage is still a big step down from Ultimate. The entire savage tier was cleared faster than the most recent Ultimate fight if I recall correctly.
    (2)

  10. #30
    Player
    EthanXdeath's Avatar
    Join Date
    Dec 2018
    Location
    Gridania
    Posts
    83
    Character
    Ethan Targaryen
    World
    Gilgamesh
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Colt47 View Post
    Well, after doing savage for a couple weeks to get a feel for what the end game is like I'm going to say "yes the devs over-tuned it", but I'm going to preface that by also saying they didn't intend this content to be run by most people. Albeit, even for those people E6S is really badly designed with some not-so-obvious pitfalls.

    You can definitely figure it out eventually, but I'm not surprised if people just get walled on that one.

    Considering they added Ultimate, there really isn't a need to have savage be super tuned hardcore mode anyway. What people want right now is something more akin to a normal level of difficulty raiding scene that they can grind to get the dye-able eden sets. Also, I think that the only thing having something on the level of Eden Savage will bring is a ton of toxic people wanting to throttle each other as they struggle to find some way to get past the content, with the few groups that do get through the wall basically bouncing back until they are bored with trying to provide charity runs.

    It kind of makes you wonder why someone would even bother making content when they know it is going to go toxic.

    E6S really isn't that bad of a fight, it's definitely tough and a wall for some. But in all honesty it's not that bad if everyone in the group understands their job, the Tank Buster's are up to the tanks to handle and mitigate damage and swap properly.

    Also this tier isn't over tuned it's fine as is, it just happens to be PUNISHING for mistakes, as savage should be, yes you can recover from mistakes in savage and it'll come down to the wire. However, Savage is no where near ultimate, you make one mistake in an ultimate and it's basically over. Ultimate also requires 20 to 25 minutes of perfect play which that in of itself is the what makes it so difficult and rewarding. Savage is tough and is a 2 steps up from Ex trials. I'd honestly suggest anyone who wants to do savage content should be breezing through Ex trials, otherwise yes you'll struggle quite a bit in Savage.
    (2)

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