I need to emphasize here that I'm very much a Casual here. I play a lot of games, but I am by no means a hardcore gamer. I am squarely in the "mediocre" box, and my performance when I started playing FFXIV was as impressive as you would expect (not very)(lol I was so confused in Labyrinth I died to Ancient Flare both times).
You are ignoring what has been stated again and again, which is that nobody is asking for hard. Nobody is asking for difficulty. We are just tired of stuff releasing, being at an acceptable difficulty (which is: not very, but also you need to do mechanics, and you need to heal), and then later come back to it and find that everything has become much more trivial. Mechanics can be ignored or skipped and minimal healing needs to be done.
No. If damage is increased, and you're not a healer, you don't need to worry about it. You'll have to do mechanics, which people can help with. You or even a few sprouts won't cause wipes on their own.
The only way you can singlehandedly wipe an entire alliance raid is if you are actively refusing to do your job; a tank who doesn't split or take adds even when asked. A healer who just does nothing.
Oh, wow, I actually had no idea about that bit. I just knew that you couldn't progress in 5.3 if you hadn't finished it when it dropped.
I will say, though, I am absolutely certain that if we let Syrcus be a little harder at least, nobody would be trapped in ARR no matter what. Why? Because World of Darkness is more difficult than Syrcus.
When was it nerfed? Was Glasya allowed to do his platform mechanic? Did Scylla actually kill people who didn't stand in puddles? Or was that gone by then also?
Last edited by Cubsbane; 02-04-2022 at 09:01 PM. Reason: getting past character limit heehoo
Perhaps not yourself, but the OP and a few posters here imply content needs to be made more difficult to facilitate increased learning for players, via a higher chance of wiping when people do things wrong. So most of my "concern" is about that. Forcing people to wipe to learn in MSQ required early (ARR) activities.
Changing the stats to make the fights a bit longer to see more mechanics would be fine by me.
I think I start to object when all this "it's baby difficulty!" keeps being thrown around, it's good to keep some perspective.
I guess so. WoD kicked my ass the first time I walked in there. Lack of interrupts (in my defense, my class had no interrupts, lol) wiped our entire raid in the beginning. The eye was so confusing haha. Cool raid tho. After reviewing the wiki it became fairly straightforward in my head, and next time I think I died only once. Though I may be confusing Syrcus Tower with Labyrinth tbh. One of the raids seems to have a set of them "if you are on the wrong platform at the wrong time you die".
Honestly, one of my biggest issues going into Alliance Raids (I was in ARR, but before the requirement) is how unprepared for it I was. I got the idea of "it's like 3 full parties in a big dungeon" part pretty quick. But because almost nothing I did beforehand had real mechanics to speak of, I was confused the few times I was required to do something (standing on the pad, for one). Would I have magically known what to do every time if ARR was "harder"? Well, no. Plenty of new mechanics, and also this is before things like stack markers were made universal, so you still get people with the shadowy AOE markers in Xande's fight running away because why would you think it'd work differently from any other AOE? But I think I would have adapted much quicker if this was something the game had been building up to beforehand.
Also they need to edit and expand Hall of the Novice and make it mandatory please.
And if earlier things were harder, it could lead to sprouts also being ready for a harder Crystal Tower.
(I'm using "harder" here to mean comparatively.)
They'd be slightly longer, and you wouldn't be able to "ignore" mechanics like you can right now, is what I'd want. By "not ignoring" I don't mean that you'd wipe the raid if a few people failed, I mean you couldn't do what people do now, which is most of the raid knowing the mechanics and not doing them anyway because hey why bother? I can't even blame them most of the time.
Oh, yeah, Syrcus is the blue one where there are only two really important mechanics to know as DPS now: when Curtain Call is being cast, hide behind ice, and when Ancient Quaga is being cast, get on the floaty circles.
The no interrupts thing hurts because there's almost always at least 1 tank that does nothing, and sometimes it's incompetence but sometimes it's because they made it so interruptible casts glow but never added anything that teaches you that inside the game.
Haven't read all comments but when I was doing mentor roulettes I ran into a group that had queued up for thordan ex, so I joined them in voicechat and they were so excited to do it "synced" because they wanted the "real experience". I had to tell them that queueing up in DF to do it synced still meant they missed half the fight. And it was just a bit sad really. I remember clearing Thordan Ex when it was relevant. The tankbusters were crazy, the dps needed to take the dives far away during adds. There was coordination in the end with towers and moving away from eye as aoes filled the floor and killed you if you got a bit of damage on you.
I think also an issue with the way it is handled now is that new players basically get led through everything up until the last expansion without having to actually learn their job or mechanics since everything can more or less be facerolled.
Tbh I've played like 4 MMOs + Destiny at this point and I'm still going to be dazed and confused the first time I walk into a new raid, even if I see other people execute mechanics. That's just how my brain be, I'm not really ever going to quickly figure it out on the fly. I think that's true for a lot of people.
I wouldn't mind dungeons being tougher, though, but I'm not sure I can be an arbiter of that, since my idea of good dungeon design is WoW Classic, where you do careful pulls, count your stuns, interrupt, LOS, hamstring stragglers so they don't pull the whole dungeon, DISMISS YOUR PET BEFORE YOU JUMP, and 3 mobs may be a lot. :P Ultimately, it seems SE mostly know what they're doing in this balance here, as far as their resources allow.
But the elements that are UI stuff definitely belong in some sort of HoN or such. Stack markers? Buffs do what? Damage only lands while telegraph is present, but animation is executed after the telegraph is gone (damn this one took me a while lol)? Instant AoE is invisible? There's also non-telegraphed AoE because reasons (it's pretty, I guess)? I heard something about stun resistance (???)?
There's a lot of random stuff that seems... not very obvious. And that's why I feel strongly about not berating players. If someone is outright trolling, that's one thing. But people can miss things, and "should know by now" or "well I quickly figured it out, so everyone else should" is not how reality actually works.
Fffff I legit thought you just had to, idk, memorize which casts/bosses are affected by stun and interrupts and which are not... I've been rolling my eyes on the "Interject has no effect!" message so much...
You literally just said "Not everyone will want to learn things or improve and games won't reject them." That's saying that the game finds it acceptable for someone to not learn or improve.
I never said any of that. Good job, man. Now you're just making false assumptions.
Both scylia and Glasya had pad style mechanics at release they are currently not active. Scylia has a spell called daybreak that she would cast sub 50% hp and Glasya has death flame that required the outer platforms to avoid after he his first cast which was not lethal but all casts after are. The nerfed happened before World of darkness I think not to sure. Mizteq guides on youtube for lab and Sycrus show the raids in their pre-nerf state.
Last edited by NanaWiloh; 02-05-2022 at 01:10 AM.
It does - it doesn't ban, it doesn't require it to progress MSQ and doesn't allow others to shame/call out/kick for that. You can do logs/parses/optimize but on your own responsibility which may be bannable in the future and it requires third party apps. You can't grade people based on their performance and at max you can only suggest them do X or Y... and on top of that it's rather easy to carry people through a dungeon or an 8-man trial assuming few are good. Even dungeon with singular tank and healer can be carried if only one of them is good.
This isn't WoW where player/third party performance rating is the norm and where content scales up for higher and higher brackets of players. MSQ or instances for the lowest in the barrel is more than braindead and Blizzard doesn't really care if someone gets kicked or told to die of cancer due to their bad performance. And most of the content is sensitive to people staying alive and performing.
You directly or indirectly assume people play similarly to you or that they would do so given proper guidance and thus the content is either to easy at that level or must be changed to a better one to be that perfect guidance/learning process that make players play in a specific way/on specific level.
Do you not understand you're contradicting yourself here? First you say that the game accepts players who aren't willing to learn or improve, so you're acknowledging that the game appeals to these sort of players. Then after that you promptly say you "have nothing to say about who this game caters to" even though you just said that the game accepts those who aren't willing to learn and improve. It's honestly hilarious that you can't comprehend that you're immediately negating your points after you bring them up.
This is just putting words in my mouth again. What I actually said, in case you didn't remember, is that overpowered tanks can just carry the entire party through the dungeon because they can solo the bosses so new players aren't given the opportunity to at least learn the fight properly. Not anywhere did I say/assume that the content is too easy because new players would play similarly to me or that they would even do so given proper guidance. We don't even know if a new player would play properly with guidance. But yeah man, you go ahead and keep on twisting what I say and what my intentions are in commenting in this thread. That's the spirit.
Also, you're really gonna pretend you didn't just make this false assumption that "I 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?" Why even try to mischaracterize someone like this? This assumption of yours was made completely in bad faith and it was an awful attempt at trying to paint me as some kind of elitist.
Like I'm literally arguing in favor of having new players learn the mechanics of old content as opposed to being carried through the dungeon by overpowered tanks because tanks can solo the content.
You contradict yourself, you go off on tangents either unintentionally or deliberately as a red herring, and you try to put words in my mouth or falsely assume what my intentions are. It's entirely dishonest of you at this point and there's really no reason for me to continue on with this conversation. Have a good day.
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