They've started capping off dungeon content at the max ilevel for the patch in particular it came out on, I don't see why they can't do the same for trials and alliance raids, heck, maybe even raids too.
At the very least it's a good middle ground between "I just want to get through this without having to memorize an entire fight" and "I don't want to just steamroll this fight without the slightest bit of challenge"
Watching forum drama be like
im really glad they rework praetorium bossfights and ultima weapon to be fun. i wish they do the same with thordan, that fight is a fking joke. please rework it to be close like DSR (not literally)
You should take lessons from that other guy who cant read.You say you care about new players but you sound like you think they are literally brainless. You want them to fight agains the big-bad-boss and see the thing melt and lose it's meaning
I said they are story content, not designed to be a brick wall. If you are going to quote me, BE ACCURATE.
As someone who cleared Shinryu, Hades, and Endsinger in less than a week from launch, when everyone was still wearing their artifact gear and leveling accessories, they were never brick walls. They required paying attention, but they were never really a stopping point.
I consider myself a below average player with just <2K hours to my name, but, I don't think any Trials so far, at least on Normal, were super-duper difficult. I did T1/T3 around the first weeks of launch and T5N the day it dropped, and while all of them have "that one mechanic" which tended to get me and other players, there wasn't ever an eye-bleeding hard experience that I had at least. I think it's fair that after one (normally) progresses the game to reach Endwalker, they'd have at least some perception of what some mechanics do, to watch the boss's cast bar and tells, the environment, and at least on their first run reading the special buffs/debuffs they get mid-encounter. You may look at Trials in a vacuum and may find them hard, but if a player has a few hundred hours behind them of playing the game, they should be able to decipher what a certain mark on their head means.
As for ILevel, IMO the request is fair. As the patch progresses from days to months, more and more people are running it with experience of it behind their backs. If a newer player joins late - like me with T4 this expansion - there'll be a lot more people who will be able to make up for that weaker player who may die often or get caught off-guard. Gradually they too will join the ranks of players used to the fight. If someone is having a tough time with a fight, I'm willing to bet some Gil that the ILevel sync won't be the root of the problem.
Mortal Fist
It's a good thing those have been broken down into 3 parts now and are optional to do outside the first time, right?
The revamp was the best part and I don't see anyone scream to skip cutscenes anymore since it's basically 13 minutes, 26 minutes and 11 minutes, but that's no different than a normal dungeon/trial.
I'm going to highlight here that the person squawking about exaggeration is the same one that, one page prior, was claiming ilvl lowering is tantamount to Savage difficulty.
Continue to mald about raiders, Vel. The seethe about hard content doesn't make you look envious at all![]()
ilv increases making fights less difficult than on release makes sense for the difficult content. By difficult, I mean any fight with an enrage timer that players cannot join and expect to just clear it without coordination and knowing how to play their job. It does not make sense for content that is not intended to be overly difficult in the first place. Dungeon bosses, Alliance raid bosses, NM trials and NM raids etc. should never become so ridiculously face roll easy that over half of the mechanics get skipped, and it ruins the experience of those fights.
These duties should always be ran as intended on their release as not a single one of them has barred a player's progression. Not even notoriously 'harder than usual' duties like Aurum Vale, The Burn, Orbonne Monastery, E7N (Iconoclasm), or Titan HM (even when players could be eliminated) ever walled a player in their tracks. All of these instances should sync players down in order to keep the difficulty level constant.
I understand that this is an mmo, but the participation trophy mindset of the devs needs to stop.
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