How to stoo tanks from soloing: Nerf their self healing so they cant keep them long enough to kill bosses. I dont see dpsnand healers soling p1n, so tanks should be either. Same goes for sync'd content.
Sync: Make the sync system sync to min ilvl.
How to stoo tanks from soloing: Nerf their self healing so they cant keep them long enough to kill bosses. I dont see dpsnand healers soling p1n, so tanks should be either. Same goes for sync'd content.
Sync: Make the sync system sync to min ilvl.
Sorry about this mess..on mobile currently

Game doesn't want this to be the standard. If you want to improve you have to do it on your own, especially when it comes to ATC and logs. They don't want logs and player scoring to be the norm.Ok, but if this ability to solo a boss carries over into duty finder, where people might actually want to do and learn the fight properly and they end up getting carried because the tank is really good, wouldn't that make it not fun for the people who wanted to actually learn the boss mechanics?
Hard tank will not shorten the fight, low DPS will so if you want to see full run of boss mechanics then the DPS must be narrowed down to a small variance window which isn't possible. Top parses job comparison may show say 10-20% DPS difference between best job and worst job, but if you take random players they can do less DPS than a healer:
- you can't shame them
- you can't kick them
- you can't start throwing logs and parses on them
You can only suggest or give advice, but this gave forbids anything above that. It has it advantages and disadvantages.
Few examples from my recent alt jobs leveling: wanderer's palace (ilvl sync): first run with non sprouts was a speed run, on last boss ads barely spawn... but on 2-3 I had full sprout group, some didn't know the place and were going blind. The DPS and HPS was way way lower. I had to use Hallowed Ground even on 1/2 or 1/3 pulls as like healer was struggling or the pull take long to kill I run out of buttons as well. Even had one wipe on the last boss as to many ads died and he enraged to much, but after some explaining it was done, barely.
You can't tell those people to "learn to play" really. Duty done, carry on and have fun - that's the game rules. WoW would just have even more brainded version as base and then M+ for those wanting challenge, where players would have a skill score - RIO score detailing their runs and parses. To low score - no invite. Both approaches have positives and negatives and both aren't perfect.
And when playing as healer I had tanks that went on regen, but also those that needed insane amount of healing in a normal leveling dungeon - wherever due to gear or cooldown usage (mostly gear). And there are cases of no job stone or lack of job quests and no usage of newer job skills. If people don't do that then only in extreme griefing examples they can be held accountable.
And leveling WAR I had cases that in like EW dungeon I was getting cure I spam and only hard WAR self-heal allowed to survive already split pull as I saw healer not being really "aggressive". They could remove Freecure from WHM and rename Cure III to Group Cure... Or Snowcloak of all places. Some healers can't handle AoE damage of last 2-ish-pack of dragons - so if I see that I don't pull them together. It works, duty complete - so the healer is fine, but from performance is not... and it's kind of good FF14 isn't yet another parser-MMO.
The game doesn't want new players learning the bare minimum of the boss mechanics to be the standard? That's completely new to me.

Yes. Guildheist is outdated, so when sprouts see modern stack up marker they run away with it. Some of ARR instances aged badly, especially alliance raids and are full of non-standard now markers and some mechanics designs (coils somewhere). The game also allows for in-combat rez or gives you debuffs when hit by a mechanics and not always one-shotting you so the room for error is wide by design. And even in newer content you are allowed to play "poorly". Decision to improve is only on the player side, the game won't force nor recommend it... not until you try more demanding content. And if you mention someones parse, or shame their performance you get banned due to policy they have. The game / company is pro-actively keeping the game "casual".
Not sure if it's your intention or not, but you're helping prove the original point of the thread: that this game's old content is too easy.The game also allows for in-combat rez or gives you debuffs when hit by a mechanics and not always one-shotting you so the room for error is wide by design. And even in newer content you are allowed to play "poorly". Decision to improve is only on the player side, the game won't force nor recommend it... not until you try more demanding content. The game / company is pro-actively keeping the game "casual".
Last edited by kpxmanifesto; 02-03-2022 at 12:08 PM.
While I am not against old content being brought back to original difficulty through sync. I feel that like the wow classic community people will be sorely disappointed.

And "yet" people struggle with it. So is it easy or not? Cleaning or just making things consistent is not really a difficulty increase.
WoW classic? Bring cleave group and mass pull an instance? If you look hard you may find someone that like 2h dungeon and pulling one by one.
Last edited by sharknado; 02-03-2022 at 05:33 PM.




I mean if you waste an hour of your time soloing p1n instead of just doing it normally in like 5 minutes, have you really won something?
I understand that the devs want to keep their focus on newer content, and that doing overhauls basically mean they have to allot a chunk of time and resources they might not have for a while. I get that fixing older content is low priority, sure.
But in an interview (with woops), YoshiP explicitly stated that the stat squish would make older content less "squishy", and they were looking to adjust the rewards appropriately so people would feel the increased time spent was worth it. And yet it barely moved the needle. Sure, in the older alliance raids, the raidwides do do more damage. I do see it go on slightly longer. In Void Ark, Echidna doesn't die quite as fast as it used to.
How much longer? Some seconds. You might see one more mechanic. You might have to pump out slightly more heals, maybe. Glasya still does nothing and dies. You can get hit by everything Echidna throws at you and still live while the healers look out their windows.
And honestly it feels like they purposefully shied away from letting the stat squish do its work. Like they went, oh no, if we go too far people won't like it! So they stopped way short of the goal.
On my very last Syrcus before Endwalker, I thought to myself, oh man, this might be the last time it's such a faceroll, I can't wait to not fall asleep when I inevitably get this a bunch of times in a row in 6.0. Maybe it'll be super chaotic because nobody will know the old mechanics, I should make sure to go as a healer. Nope.
At least Diabolos Hollow still punches the everloving crap out of the main tank. Love you, Diabolos. You're the reason I could never hate my server.
(Finally: People will vote abandon or leave if the content's difficulty is reverted? Uh, if all the content isn't baby-level anymore, what are they gonna do, leave everything? Fine by me I guess.)
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