
Yes.
* mentioned recovery mechanics
* mentioned policies
* logs/parses only personal and overall gray area
* sub just for patch/story as recognized/highlighted playstyle by Yoshi
* good tank can handle weak healer and vice versa preventing single points of failure in groups with singular representations (dungeons)
* popular perception and presentation of the game as casual friendly / especially when comparing to WoW.
* and likely more
And looking at it current popularity and my personal opinion it's pretty cool game. Even sproutbringer from WoW make a lot of people enjoy the game for what it is and not trying to make it "like WoW". Mythic wow first guilds went for savage and not even complained that old or leveling content is easy (and likely fall of many times in that easy content).
To make content harder and not kick most of their playerbase Blizzard had to make 4 raid difficulties and 4 dungeon difficulties with one being infinite. And when bad players and good players mixed for the first time during WoTLK party finder the good players were shocked how bad players can get and with time the level didn't really change while animosity, aggression, hostility between player groups have risen. Mythic world first locked themselves in their guilds, HC/Mythic prog guilds developed scoring systems to filter out bad players and bad players got LFR and lowest dungeon difficulties or world quests. Not everyone wanted or could "improve".
I'm not sure if you would accept a dungeon for your daily roulette suddenly taking 2h instead of 20 min just because you didn't got enough good people in the group to carry it. Day after day...
Last edited by sharknado; 02-04-2022 at 04:45 AM.
Also, I don't understand your reasoning here. You're telling me that the game is presented as casual friendly, but when I ask you if the game doesn't want new players learning the bare minimum of the boss mechanics, you said "yes." How can a game be casual friendly if the game doesn't want new players learning the bare minimum of boss mechanics?

Not everyone will want to learn things or improve and games won't reject them just because so they also have to be compatible with such players. New players that actually want to learn and improve will have to engage with game teaching systems and bit more dedicated one - with third party content. Content creators do a good job, while the game systems are dated and there is to much changes between initial and modern content plus a lot of checks (ilvl, job stone, job quests etc.) are very loose or none existent. So MSQ and related "popular" optional content will be either carry-compatible or easy enough for sprouts to handle it (but not easy to them, only for us).
If they want to teach people and pro-actively improve their skills they would start updating the part that is teaching and increase amount of harder content. They already mentioned they will change Westwind and Centri/Prae. If the chances will be limited to those instances due to how they aged badly then it's rater obvious they either don't care or don't see a problem with current old/initial content. They could even add simple things to limit edge cases - making job stone required > lvl 30 instances, require relative up-to-date with job quests and be more aggressive with required ilvl for leveling dungeons when someone tries to go with bad gear. If they don't really want to do that then either they see the current state as fine or they don't see it as anything important... and remember that there are people that don't want to or can't "learn" and games will want to keep them if it's not some extreme edge case. There always will be a group that just won't perform so why bother doing harder mandatory content? WoW had to add 4 difficulty levels for same instance to please as much people as possible. If FF14 will sit on one difficulty level then don't expect anything amazing.
They will also be talking about longer timeline for the game - if they will want to move the game in a different direction, like refreshing everything for modern player then very likely the game will be less faceroll but also better at teaching stuff.
Current content is easy for experienced players, it's not really that easy for very new and very casual players. As majority of content is single difficulty level the difficulty will stay at the level decided by that "lowest common denominator".
And you want to cater to these people? Yikes. If they're not looking to learn or improve, why play the game at all at that point?
Or you know, just play the game normally. Most players don't need to watch a youtube video to learn old content. The old content is that easy.
Do you know the definition of the "lowest common denominator?" It seems to me you're talking about the bottom of the bell curve, not the lowest common denominator.
But that's the thing, I'm not a veteran. I started playing mid-2019.
The reason you're dying and screwing up is because you're new to the game. You also might not be watching a guide or hearing about mechanics, so they take you by surprise (note: I do not think you should NEED to watch a guide to join a raid, just that obviously if you do you have an advantage). Maybe you're too focused on your rotation so you miss it when everyone runs to a safe spot; this is something that absolutely happened to me when I first did them.
How many of your deaths were to things like Curtain Call or Ancient Flare? Those are instadeath mechanics. Once you learn how to avoid them... that's it. You run to a thing, and then do nothing for a bit as the mechanic resolves. Syrcus is supposed to require a bit more coordination and respecting of mechanics, but you can ignore most of them now. "Now" meaning "since way before I joined".
You probably didn't realize how many times you completely missed something you were supposed to do, and just got healed up.
Also, you don't need to do Crystal Tower for MSQ until Shadowbringers. Not even 5.0, but 5.3. You're gonna complain about being "stuck" in the best-received expansion ever? Considered by some even as what makes FFXIV the best Final Fantasy?
You wouldn't be stuck, anyway. You'd be fine. You'd learn from your mistakes, you'd watch from the ground to figure out what was going on. Maybe it'd take more than 1 try. The majority of people in Syrcus aren't even new, so some confused people would just make it a bit more interesting. Right now, everyone is just asleep.
Coils are at a higher difficulty than other "normal mode" raids and are not part of roulette, so they're a completely different conversation.

You nor I have nothing to say about whom this game caters to. It's the game owner decision and that's their decision as of now.
Most people don't watch anything. And even if there is no first-time doom mechanic they can fail due to low performance. And if the content is "that easy" then do some older instances with sprouts and with long timers and compare the clear time. Then if the content would be much higher if you would get a sprout group you would spend hours instead of minutes in a normal dungeon. As this isn't fun beginners and casuals would quit and tryhards like you would move out of random duty finder because you would not want them to "learn" on your expense so PF would be used and only "experienced" players would be allowed to join in.
Last edited by sharknado; 02-04-2022 at 05:37 PM.
If content is truly easy, me being new to the game would have been irrelevant. "It's easy if you have enough experience" means that it isn't easy. Dark Souls is also easy if you have 3k hours in it. The exaggeration does not do your argument favors, it just makes it very confusing to understand, and it's not clear if you're just out of touch with a chunk of the sort of people who play games or what.
By your own admission, it's boring to veteran players. And, yes, 3 years is sufficient for veteran status. A training raid should not be your definition of hard. And since this appears to be the first alliance raid series people get, yes, it's effectively a training raid.
The point is that if you make it more difficult, people like me will probably start causing total wipes, which will result in people very angry at new people / bad players / whatever.
Crystal Tower is required for ARR progression right now. ARR is not where you want your playerbase to get stuck, given that a lot of us struggle to not fall asleep there, and the hook of the "great amazing story" is not yet present.
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