I feel like we already have a good bridge with the quality video guides that are out there. Unfortunately, people don't want to do a little studying beforehand.If there's a skill gap that's causing problems in EX/Savage because too many players are trying to get into groups even though they're not ready for the content then SE needs to add in new content that would help to bridge the gap rather than change the MSQ, which is intended to be story mode for casual players..
You can hand a novice piano player the sheet music for a complicated piano piece to study. They still aren't going to be able to play it because they haven't developed the skill.
Guides aren't bridges because they don't provide a place to practice the intermediate skills that need to be mastered.
There's a point when skill caps are reached and a player will not be able to perform any better than they already are. Increasing the skill cap for MSQ would prevent players who have reached their cap from continuing with the rest of the game even though they never had intent to participate in EX/Savage/Ultimate.
Or were you expecting the players who are demanding that the content be more difficult to carry those players through that content?
That is why the higher difficulty content gets added as side content. So players of varying skill levels can enjoy the story content while players looking for greater challenge can get that through the side content.
At a time when SE is improving accessibility to the MSQ for players who have issues with group content, do you honestly believe they're going to increase skill cap on the MSQ?
Last edited by Jojoya; 08-01-2022 at 08:10 PM.
I honestly don't think the playerbase is so inept that raising difficulty a tad, so you have to respect content in nm is going to cause a huge apocalyptic crisis. i just want the tankbuster to hurt my dood.You can hand a novice piano player the sheet music for a complicated piano piece to study. They still aren't going to be able to play it because they haven't developed the skill.
Guides aren't bridges because they don't provide a place to practice the intermediate skills that need to be mastered.
There's a point when skill caps are reached and a player will not be able to perform any better than they already are. Increasing the skill cap for MSQ would prevent players who have reached their cap from continuing with the rest of the game even though they never had intent to participate in EX/Savage/Ultimate.
Or were you expecting the players who are demanding that the content be more difficult to carry those players through that content?
That is why the higher difficulty content gets added as side content. So players of varying skill levels can enjoy the story content while players looking for greater challenge can get that through the side content.
At a time when SE is improving accessibility to the MSQ for players who have issues with group content, do you honestly believe they're going to increase skill cap on the MSQ?
The question I ask is, who determines the skill cap for the MSQ?There's a point when skill caps are reached and a player will not be able to perform any better than they already are. Increasing the skill cap for MSQ would prevent players who have reached their cap from continuing with the rest of the game even though they never had intent to participate in EX/Savage/Ultimate.
Let's get down to the nitty gritty. FFXIV's MSQ does already have a difficulty curve. You cannot say Sastasha is the same difficulty as The Keeper of the Lake, to give an extreme example. You can start comparing to other endgame dungeons, Baelsar's Wall, Ghimlyt Dark, Pagalth'an, The Dead Ends or any other dungeon you want really. While there might be some anomalies, the general trend is that the difficulty rises, it might not be by much, but it does.
With this said, there has been someone who has already posted in this topic saying that, due to personal restrictions, they struggle to get past certain bosses. I believe this person has also said they do not want it to be any harder (correct me if I am wrong), however, what about the person that cannot get to that point? They aren't skilled enough to get past that certain solo duty, even on very easy that they have been walled off from the rest of the MSQ. Should they not have a say in the difficulty of the game? If they wanted to make the game easier so that they could access the rest of the story, should that be allowed? Even if it means removing all complexity from a dungeon? Yes, it is an extreme point, but if the claim is that the MSQ should be accessible to virtually everyone, then that is the road you need to consider.
I don't remember which topic this next point was from, however I remember reading somewhere that someone could not complete a duty with trusts, so resorted to using the DF to get through. The healer can always res you if you fail and it isn't an instant wipe after all. The thing is, have they bothered to learn the fight or are they just expecting to waltz right on through? Is it fair to get carried through that fight just because you didn't learn from your past mistakes? This is obviously purely a mechanic problem, since DPS doesn't matter in dungeons (except rare cases of very very easy checks). If it is a case that their personal attributes doesn't allow them to clear, should it be made easier to allow them to clear it via trusts?
As with everything, there is a balancing act that needs to be achieved and you are not going to balance it to everyone's tastes. The difficulty curve needs to keep rising, even if it is a very shallow incline but at some point, you are going to leave someone behind.
The development team, of course. They can see actual player performance. They can tell at what point increasing numbers of players start having trouble progressing.
All we have as players is anecdotal evidence of what the player base as a whole is capable of, and it's natural for us to tend to end up surrounded by others of roughly the same skill level.
Leave it to the developers to make the decision if difficulty should be increased. They know what their goals are for the game and what they want the base difficulty to be.


Then by going by the trends I worry about the future when things like mitigation can be considered "tryhard" to many, lol.The development team, of course. They can see actual player performance. They can tell at what point increasing numbers of players start having trouble progressing.
All we have as players is anecdotal evidence of what the player base as a whole is capable of, and it's natural for us to tend to end up surrounded by others of roughly the same skill level.
Leave it to the developers to make the decision if difficulty should be increased. They know what their goals are for the game and what they want the base difficulty to be.
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