


Heavily disagree. If people want to use trusts then that is a choice to play solo, NOT a difficulty choice. The two are separate concepts.This. There is a marked absence of flexibility in the thinking of some here. The fact that the Trust system, as it is currently implemented, is not designed to accommodate those seeking an easier experience does not preclude it from being tweaked to achieve that, which is what is being suggested and I'd say being deliberately disregarded. Between that and dumbing down normal MSQ content, the former is my preferred option. If some people want baby level difficulty, use a system being widely deployed across older and current dungeons and eventually trials too to deliver that option. It does nothing to stop people from teaming up, and use party chat to communicate if they're apprehensive about mechanics or run it with friends... part and parcel of the 'social' experience, which does not require keeping normal content at trivial levels of difficulty.
@Xirean
Except these are not seperate concepts. Trust are consistently easier by way of removing human error to just a factor of one instead of 4. So they already serve the purpose we are arguing for. We just want the other half to get implemented and that is that we want an msq that isnt braindead especially lower level content. Which I need to remind everyone was not by design. Its a side effect of end game dps balancing.
@Ronduwil
Dont be ridiculous. Non telegraph and randomness doesnt automaticaly equal savage or extreme especially since those hardcore modes still have telegraphes and are non random. The OP was just using those as examples on how to achieve the added dofficulty he wants. It says nothing about making them savage level. My own opinion is i just want higher hp pool for bosses to match power creep or maybe nerf ilvl or something.
Also as a whole I feel the side that wants the game to be stupid easy are belittling unskilled players. You know how you get skilled? A good difficulty curve. Thats how. This game is 0 to 1000.





So say for sake of argument that this happens. And then other players still think it's braindead and they complain they're bored and push for it to get harder and it does. And then other players still think it's braindead and they complain they're bored and they push for it to get harder and it does.Except these are not seperate concepts. Trust are consistently easier by way of removing human error to just a factor of one instead of 4. So they already serve the purpose we are arguing for. We just want the other half to get implemented and that is that we want an msq that isnt braindead especially lower level content. Which I need to remind everyone was not by design. Its a side effect of end game dps balancing.
Where is it going to end once the developers start deciding to go down this path?
But we're going down this path right now, but in the opposite way. The accessibility has been getting to the point that the players who originally play these roles feel alienated due to these changes for the sake of "accessibility". Accessibility is good, but there is a limit before it starts alienating others as well. We're past that point with healers who left in droves during SHB and Endwalker due to the 2 button DoT and Nuke DPS gameplay for the sake of making healer gameplay easier, and it's getting even worse because tanks can now heal themselves to the point healers can just not exist in Lv 90 Dungeons. I felt more importance healing in a Lv 41 dungeon than a level 90 one, and that should speak volumes about the state of gameplay right now.So say for sake of argument that this happens. And then other players still think it's braindead and they complain they're bored and push for it to get harder and it does. And then other players still think it's braindead and they complain they're bored and they push for it to get harder and it does.
Where is it going to end once the developers start deciding to go down this path?
Now it's slowly happening to Samurai now too (with Kaiten removal, the Kenki gauge is just for Shinten and only Shinten). Now you can apply this concept to normal content as well because there's less things to keep track of and demand your attention in a boss fight. Where do you stop here then?
Accessibility is good, but there needs to be a balance, and a cutoff point. WoW has went to the extreme with hardcore raiding, but FFXIV is starting to head down to the path of child's play casual rather than just casual friendly.
Last edited by AnotherPerson; 04-07-2022 at 01:35 PM.





It's definitely a tricky balance. For the moment, it appears to be working for them. It could certainly bite them in the behind at some future point. But they will assuredly kill their game if they progressively raise a bar and make the playerbase who can reach that smaller and smaller.But we're going down this path right now, but in the opposite way. The accessibility has been getting to the point that the players who originally play these roles feel alienated due to these changes for the sake of "accessibility". Accessibility is good, but there is a limit before it starts alienating others as well. We're past that point with healers who left in droves during SHB and Endwalker due to the 2 button DoT and Nuke DPS gameplay for the sake of making healer gameplay easier, and it's getting even worse because tanks can now heal themselves to the point healers can just not exist in Lv 90 Dungeons. I felt more importance healing in a Lv 41 dungeon than a level 90 one, and that should speak volumes about the state of gameplay right now.
Now it's slowly happening to Samurai now too (with Kaiten removal, the Kenki gauge is just for Shinten and only Shinten). Now you can apply this concept to normal content as well because there's less things to keep track of and demand your attention in a boss fight. Where do you stop here then?
Accessibility is good, but there needs to be a balance, and a cutoff point. WoW has went to the extreme with hardcore raiding, but FFXIV is starting to head down to the path of child's play casual rather than just casual friendly.
when it's a souls game xDSo say for sake of argument that this happens. And then other players still think it's braindead and they complain they're bored and push for it to get harder and it does. And then other players still think it's braindead and they complain they're bored and they push for it to get harder and it does.
Where is it going to end once the developers start deciding to go down this path?
Seriously though, normal content will always be designed for the average skill of the playerbase.
@Talera
Sorry but I dont entertain slipperyslopes. Even if it were possible the scenerio youve listed then we would complain about the game being too hard. But just because there might exist a future problem doesnt mean we can ignore the current one.


Not only that, but they would likely be smart enough to slow/stop whenever they see it affecting subs; It's a dial like any other. Tweak the dial a little bit, see how many "top players" you keep and how many "bottom of the barrel" players stick around. Do it again until the people leaving is the same as or more than the people you hold onto and there's the sweet spot.
It's surely what they're doing now with lowering the difficulty. They're seeing complaints from people about it being "too easy" but on the flip side seeing people stick around.
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