do want i also want solo ultimate, while i like groupwork sometime schedule won't allow it...
do want i also want solo ultimate, while i like groupwork sometime schedule won't allow it...
Yes please.
I would love to have some smaller group or solo content that is actually challenging.
Go play Dark Souls. Problem solvedI would like some legit challenging content to work on, but I don't want to have to track down 7 other competent players minimum to do it.
I'm willing to bet it's not mainly the difficulty of Savage content that discourages people; it's the inconvenience. Some legit difficult content that's actually convenient/consistent to access will probably improve the communities overall skill level as well.





I think they've tried it a few times but I am all for continuing to encourage them to spend time with that sort of content! At least on occasion.
For diversity / value they can just add their rolling mountain content design to it (how they roll in hard content and roll out hard content), such that given time many types of players can enjoy it. Maybe it starts out quad or duo, and then later unlocks a bit nerfed so it isn't a ridiculous sponge (but still quite hard) solo- so from the very beginning the team is thinking small and prepared to scale (rather than some of our 8 man content where it wouldn't make as much sense to think small when you can take advantage of the larger numbers and need to make sure it's exciting and different for a large number). Can add echo and let people unsync it even later after that.
More away from 1 gimmick content though, like I wasn't hot for the blue mage carnival- as it seemed like you either you had the spell it was designed for and it was quite easy (and any difficulty was usually just elongated hp sponges, which is why I said 1 gimmick) or you didn't and you were generally just wasting your time by being there because you didn't have that one spell. More into the other recent stuff they've done for solo content, their boss fights with all the madness it entails but designed for small to sole player compositions (maybe also with a mix of that monster hunter vibe, at least on a few of them).
Last edited by Shougun; 07-22-2020 at 04:00 AM.





You mean like solo story content that people complain is too hard?I would like some legit challenging content to work on, but I don't want to have to track down 7 other competent players minimum to do it.
I'm willing to bet it's not mainly the difficulty of Savage content that discourages people; it's the inconvenience. Some legit difficult content that's actually convenient/consistent to access will probably improve the communities overall skill level as well.
Or the instances where you have 4 buttons and people still complain its too hard?
We have difficult solo and 4man content.
Potd, and hoh. Very few actually do them tho, and they are super accessible.
Last edited by Valkyrie_Lenneth; 07-22-2020 at 03:58 AM.


Yeah, and they implement mechanics where one player messes up and it's a wipe (hello Light Rampant). That excuse means nothing, a wipe is a wipe, that's part of savage and everyone is okay with that.I believe the reason they've given for not having 4 man savage is that they didn't want to put it all on one healer, as the healer dying would lead to a wipe, and otherwise would lead to specific comps due to rezzes.
Yes I realize healing is barely a thing for the good healers and this is a silly excuse, but it is what was said.
It could be harder to balance in terms of DPS though.
In any case, I'm all for harder content, even in light parties. I don't really care for solo stuff (or perhaps have a real system of difficulty for solo instances in MSQ stuff, with perhaps Gil or HQ food as a reward, something nice but not essential), but 4 man hard content is rare. There was Rathalos, which didn't follo FFXIV proper gameplay, and PotD / HoH have their own mechanics too.




Clear the older savage tiers undersized. You'll find strats from older guides hardly effective and you'll need to come up with new strats. You're still going to have to deal with a lot of mechanics.
Trust me, I get some peeps want more content, but don't think that reducing the number of players required is going to have you avoid the same things you deal with for 8 man. Rathalos is also a poor example since everyone has to heal themselves in the second phase, thus showing that the devs will not put difficult content on the shoulders of one healer, so best to move on from that as it will never happen.


I've done this a few times for normal and savage and it's pretty fun. I'd definitely suggest it to people who are looking for smaller savage parties. Although there are the few mechanics that simply aren't designed for small groups and may be problematic, so perhaps we could ask for compromise where SE tweaks the most punishing old savage fights to make sure they can be done with a light party. I'd think it would be similar to the new Unreal fights conceptually.
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