I stand corrected, though I do remember pugging it. Coils isn't difficult per se, just weird mechanics especially in Turn 4.instead of wasting time educating you, I will save you the time to google
https://ffxiv.consolegameswiki.com/w...:_Normal_Raids
in the future please don't waste people's time if you are uninformed or uneducated
Doesn't detract from the fact it's not hard. A few fights are difficult to solo due to debuffs put on that stack to fast, about it.
This post is a classic case of same poop different tier. I have seen this song and dance about normal mode since I started playing the game. Sure not every tier is the exact same challenge in normal mode, but that's an impossible goal to achieve. You're not going to consistently get the same results with different designs. Furthermore different people find different things difficult, and some players are so good or so bad at the game that their presence can drastically change how content feels. I didn't experience many wipes in normal mode but other friends of mine did even though we're on a comparable level in player skill and experience. The pugs are a wild card.
I will say the last boss appears easier than I expected but not to the point that I think it's a joke for normal mode. It doesn't ruin my day and I'm not offended. Those who want a real challenge don't have to wait long for savage. It's not the end of the world.
The vast majority of players are casual. Accept it. SE are not going to make most of their players unhappy just to appease a minority. If they were in the habit of doing that the game would have failed a second time.
And I'm not going to explain why attempting to make an expansion launch good matters more than content aimed at a very small percentage of players. Basic logic should answer this one.
Keep in mind that SE always makes the first tier easier and even moreso from the fact that we have such a high influx of new players. Expect classes to be designed around beginners and expect the first tier raids to be basic. As the population grows older we'll get more stuff for veterans.
I think I should emphasize that I am not criticizing the lack of challenge, I am criticizing the lack of creativity and the lack of fresh mechanics.
I am not expecting a challenge from Normal. I am expecting something new - something that wows me or makes me think: Hmm, this is interesting. Like the first time I saw Gnawing Dread in Rabanastre or the first time I saw Rake in Ridorana (the spinning version of the mechanic).
Yeah. People with their own agendas coopted your thread to make it about their own issues. I do agree with you though. I wish they would make raids more like Coil again. Make things new and interesting instead of just popping you right before a boss in a round or square room every time.I think I should emphasize that I am not criticizing the lack of challenge, I am criticizing the lack of creativity and the lack of fresh mechanics.
I am not expecting a challenge from Normal. I am expecting something new - something that wows me or makes me think: Hmm, this is interesting. Like the first time I saw Gnawing Dread in Rabanastre or the first time I saw Rake in Ridorana (the spinning version of the mechanic).
"I am Velius, the devil" - Velius, FFT
???You are wasting your time OP. So long as people are willing to pay an MMO fee for a single player experience because it's "teh greetest story me ever saw" SE will keep cutting corners in all other aspects to maximize profits.
We've seen it in ShB with the uninspired dungeons, cut Ultimate, lack of Deep Dungeon, lack of Allied Beast Tribe quest, lack of job quests.
And it's more evident in EW with the reuse of assets across the board including armor, mechanics, designs; again lacking job quests, lack of Limited Jobs, etc. Not to mention not upgrading their servers or error checking.
Eventually the people will realize that they are paying the same for less and less despite this being the best MMO since Tetris 99, but it took WoW almost 20 years, so your thread comes 10 years too early.
False, as proven by the BCoB's normal mode not being puggable, it's just that SE realized somewhere down the line that casuals spend more money for less content and of inferior quality so long as it makes them feel UwU.
bcob was savage difficulty, there was no "normal mode" and the savage mode for the second tier was an afterthought because too much people was bored and asked yoshida for harder content
lul you just joined the game this year so your probably just talking with youtube/wikipedia knowledge
and btw, there where pugs doing 1-4 floors since week 1 on hyperion, the only reason pugs weren't so popular is that for the first 2 months party finder didn't even exist and if you joined a normal party you wouldn't get a message when you join a higher floor so trolls liked to make "first floor pugs" and then enter floor 5 so you lost the lockouts for the first 4 floors for the rest of the week
Last edited by DrFlesh; 12-25-2021 at 02:21 AM.
I'd love to see new mechanics being added with more creativity. 100% agree on that one. The Sky/Star mechanic in Trial #1 of EW was hilarious enough to throw so many people for a loop that the arena was littered with corpses. That one barely had any creativity if you think about it, but was executed in a way outside of the normal way we are normally encountering mechanics that it made for a complete blindside.
Boss arena creativity is another big one, you're 100% right on that too. Would love to see more unique arenas.
I think Phantom Train was one of the most creative fights this game ever experimented with. I loved how all over the place that was.
Though I guess from a farm/grind pov, it's annoying.
Square has wrote themselves into a corner with regards to raiding. They can't deviate from a square or circle platform since thats been the norm for so long. Unfortunately, it won't ever change but at least Pandemonium is actually good for being original content.
I don't want to wait two years for it, but I hope that with the new story possibly being about the joy of wandering again, that they can design the raids/high end challenges to evoke a similar feeling of adventure.
Less being plopped in front of a boss in an empty room and being forced to dance, and more exploring, puzzles, mechanical storytelling (less reading castbars for lore, and more direct and flavorful interactions), and more meaningful decisions when it comes to level design and the populations of these instances.
It just feels like the design team is stuck in a rut, and aren't really making meaningful design choices and are just going through the motions.
I know they can do good storytelling through gameplay (DRS, in from the cold, the other stealth scenario I can't remember the name of.) I really want to see them fully commit to a big cooperative and challenging storytelling scenario that would be in the slot of other high end content.
Last edited by Roda; 12-25-2021 at 04:40 AM.
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