Most cool features is available at higher levels. And then handling bigger pulls in dungeons is now split between tank and healer. If tank would be limited then everything would rely on the healer and thus it would be expected from healers to handle 2-pack or bit bigger pulls. Weaker players would be punish more and even less would play a healer or tank.
For content jobs are balanced like savage even Warrior self healing is limited as it's only one target... and people that raced for world first usually picked GNB/DRK for DPS output... DRK that in dungeons is the weakest because hard reliance on the healer.
Ive seen so many different friends try the game out during this new expansion, some never even tried mmos, and the amount that manage to die in dungeons or trials in ARR despite it being significantly easier is still fairly high, I feel like inevitably the perception of difficulty is just going to be dependant on the situation at hand, I see enough variation in skill set that it shifts the opinion of any fight in any direction as necessary.See title. Lack of ilvl syncing and general power creep and tuning adjustments with expansions have rendered pretty much all content pre-Stormblood into a joke, and even Stormblood and Shadowbringers content has suffered a fair bit. I had hoped the stat squish might address this somewhat, but it's just as bad if not worse.
some people find Titan easy, others get knocked off everytime.
personally ive never found the standard content as hard, never thought it was ment to be, the hard stuff was always just the extremes or savages, but the standard content is only hard if you never get explained what the mechanics are.
people still die in the great gubal library to the book because they either forgot or dont know to get to the other side of it when it turns around, you could mention any other content that has kill mechanics like this and the result is consistent, maybe its doing the content with people that already know what todo, that changes the dynamic significantly.
the impression I get from friends that went through it , seem to vary based on this.
Seems old content difficulty is all over the place. Some can wipe sprout partys pretty easy some are complete walkovers. I remember when i started playing i died quite a lot in dungeons and trials. 3rd boss of Dun scaith is still getting me often since i keep forgetting her attacks.
Could some of old content could use some number tuning - sure. Question is however is it worth investing dev time over creating new content.
That's great and all, but somethings gotta change. A tank shouldn't be able to solo p1n or even a final boss in a 70+ dungeon. Balance/content difficulty issues reflect negatively on the game.Most cool features is available at higher levels. And then handling bigger pulls in dungeons is now split between tank and healer. If tank would be limited then everything would rely on the healer and thus it would be expected from healers to handle 2-pack or bit bigger pulls. Weaker players would be punish more and even less would play a healer or tank.
For content jobs are balanced like savage even Warrior self healing is limited as it's only one target... and people that raced for world first usually picked GNB/DRK for DPS output... DRK that in dungeons is the weakest because hard reliance on the healer.
Hollow Diabolos in Dun Scaith pretty much does not mess around. If tank is not mitigating, a Camisado can almost or kill it, the spheres hurt, the soaks are deadly if one miss, mid tank soak kills healer or dps.Seems old content difficulty is all over the place. Some can wipe sprout partys pretty easy some are complete walkovers. I remember when i started playing i died quite a lot in dungeons and trials. 3rd boss of Dun scaith is still getting me often since i keep forgetting her attacks.
Could some of old content could use some number tuning - sure. Question is however is it worth investing dev time over creating new content.
Generally various contents just have no problem murdering you without thinking twice, even in Alexander raids with some bosses putting debuffs that makes sure you get hit really hard or get one shot etc.
Honestly experience really vary from people, between new people and all but generally it is a matter of phase skipping and nuking stuff at least for me.
Even in ARR, some of the trials hurt without paying attention (Titan Hard can still cause some wipe between explosive rocks, very fast aoe. Or King Mog if not paying attention to the adds etc)
Most of that stuff was really a 1shot at release and now it only "hurts", I believe we even did tankswaps at diabolos as long as the crit shield was on.Hollow Diabolos in Dun Scaith pretty much does not mess around. If tank is not mitigating, a Camisado can almost or kill it, the spheres hurt, the soaks are deadly if one miss, mid tank soak kills healer or dps.
even in Alexander raids with some bosses putting debuffs that makes sure you get hit really hard or get one shot etc.
But I think wipes or 'almost wipes', are something good, makes you wonder what to do better, how to adapt, understand the mechanic, understand your skills, understand your debuffs, makes you socialize with your grp or alliance and figure out what to do and who takes over what tasks and where to spread to which waymarks. Doesn't need to be much indepth or some super complex talk. But that kinda vanished all, unless for hardcore content
If some argue here, that newbies still wipe in specific low level dungeons, well... it's a game where you need to press buttons, every other game let's you lose too if you are not up for the task.
If the raid boss had an enrage at like even 20 minutes Pala or War could not solo itBut there always will be archetypes that can get out of bounds if such checks aren't in place. The question is if 1h normal raid boss clear or solo a normal dungeon boss is a problem to the game? More competitive content should be kept away from that just like Savage and Ultimate is. Maybe unreal dungeons?
Last edited by sharknado; 02-03-2022 at 07:30 AM.
Yes, I'd agree with OP that it's a problem. That's why this thread was created in the first place. If things are so easy that they're not fun, I'd say that's a problem. An enrage timer would be a good improvement.
Tanks can solo quite bit a content that healers and dps still have to group for. The 2 are not even on the same level. Tanks contributing?? More like tanks are carrying. To tanks dps and healers are like a hand saw in a room full power tools right now.
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