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  1. #11
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Warlyx View Post
    Raider io is no different than ilvl , plus 4 man content is easy to form , raider io NEVER goes down even if u fail a dungeon there is no -100 points , it can only go up...so with time and patience u can get your score is Rio a perfect system? far from it

    the issue in WoW M+ isnt the raider io is the "spec-ism" , is just A tank B/C healers X/Y/Z dps , if u arent those GL getting an invite ....


    FFXIV 4 man needs some love , and CHALLENGING OPTIONAL CONTENT..........is gasp OPTIONAL......i dont see any ffxiv player disliking ULTIMATES...so why the hate for 4 man challenging content?
    Yoshi's response here does give me some hope that something like this will come in the future. Guess we'll know post-6.0 release. I'd greatly welcome the addition of such content.

    Quote Originally Posted by Shurrikhan View Post
    WoW's set-difficulty dungeons (Normal, Heroic) function similarly to XIV's except in that trash has (increasingly ignorable) mechanics (minus the potential one-shots from being knocked off platforms, etc.) largely just because there's no ilvl cap.

    They're roflstomp speedruns once roflstomp overgeared, and none too difficult even at minimum item level. They do at least have 2-5 mechanics per trash mob, though, instead of... at most a special that one can hardly tell apart from the autos and maybe a couple marked "AoE will go here" attacks, so even the mild difficulty sometimes allows for more engagement. There's actual reason to deliberately stun/silence (rather than as just a consequence of Holy spam), displace, focus target, bait, etc.

    The real difference is just that WoW dungeons have damn near infinite difficulty levels, so you can play to the degree of difficulty you want even as you gear up.

    The dreaded "RaiderIO" (which hasn't been a thing, at least in the sense of some external tool "judging" players, for a while now) was literally just one's total relevant achievement score across the expansion's dungeons; people tended not to invite people to dungeons more than 2 levels above your current clear for that dungeon or your average, for much the same reason one might in XIV ask if one has done any Savage before inviting someone to the first Savage raid in a given tier.



    I played almost solely non-meta specs and would inform the party leader of my spec when applying. I still got invited just fine. Prot Warrior at its worst, Arms, Enhance, Demonology, Survival, Feral, Subtlety, Arcane, Holy Priest, etc., etc. -- they all could get invites up to the reward cap (+15) with little issue.

    Specs are honestly one of those things I miss from WoW. They're great for cases where you don't have enough of a change in abilities or playstyle to justify adding a whole new class, but want refinements on an existing class's abilities - although granted they can diverge significantly.

    Quote Originally Posted by Shurrikhan View Post
    If all other groups' otherwise beneficial opportunities are prevented to maintain some seemingly mutually-exclusive service the devs believe they providing to some particular group -- especially when those prevented opportunities are especially design-efficient (as simply having more than a single difficulty setting would be) -- that's problem enough.
    I've never understood the opposition to the bolded, coming from some quarters. It's something I wish they'd make more use of. Anyway, well put.
    (4)
    Last edited by Lauront; 11-25-2021 at 09:52 AM.
    When the game's story becomes self-aware: