? Why would you design content in a way that it couldn’t be cleared when released. If that’s the case then that’s even worse balancing than we’ve been addressing right now LMAO.Weird logic.




IIRC there actually IS an interview where they admit to intentionally overtuning the Alexander raids because the raiding community kept saying Savage was too easy. They made them too hard to clear on week 1 because they were trying to find what level of difficulty the community wanted.
Here is a bit of an excerpt about that last part from an interview I do have on hand:
Sauce:Gondai: It really is all about trial and error. Some people were saying that Final Coil of Bahamut was too easy, so while developing Normal difficulty content and upping the overall scale of the project for Heavensward, we tried to make the Savage raids hard enough to satisfy these players and ended up catching a lot of flack for it. For that, you all have our apologies.
Yoshida: I thought “Anyone who can’t beat Faust [enemy fought before the boss in Alexander - The Fist of the Father], should quit now! You said this game is too easy, didn’t you? Then how about this!?” I guess I got kind of carried away, and made a bad call.
Takai: Back then, every time we’d beat a raid, we’d go complain to the dev team, “Why can’t you design stuff that makes us feel good about completing it!?”
Yoshida: And they’d come back with, “If we do that, you and Maehiro will start bragging that it’s too easy!” [laughs]
Takai: Then I’d say, “It’s our job to give the players something to brag about, though! Make the raids more fun!” [laughs]
Gondai: We don’t mind the boasting, but we got the impression you really did think it’s not hard enough. We figured out that if you guys say it’s too easy it means we’ve probably hit that sweet spot in terms of difficulty.
https://na.finalfantasy.com/topics/21
Last edited by ItMe; 09-15-2021 at 06:36 AM.
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