Quick, someone post the bait meme!
Quick, someone post the bait meme!
What are you considering harder content?
The only time I've seen "hard" content teams disband is when the PF is for a specific phase/mechanic and it's clear the party isn't going to reach that point. Sometimes there's a little salt but otherwise ends in "thanks for your time" and disbands.
A party disbanding after "a few minutes" is about 1 pull so I'm calling BS on that one.
Ive seen that happen more often in wow than FF14. Still, it may happen just like you said.What are you considering harder content?
The only time I've seen "hard" content teams disband is when the PF is for a specific phase/mechanic and it's clear the party isn't going to reach that point. Sometimes there's a little salt but otherwise ends in "thanks for your time" and disbands.
A party disbanding after "a few minutes" is about 1 pull so I'm calling BS on that one.
And yet there exists but one suite of abilities for players to use for each job, in both types of content you describe. Mastery of a game focused on accurate choreography not withstanding, that has left us with jobs losing bits and pieces of themselves over expansions, with the general take away being that it was done to make them more "accessible" rather than to tighten up the gameplay or necessarily make them more "fun."
Which was my point.
Note that this isn't me saying that the casual players, or even players that just aren't skilled in general, are at fault for this turn in job design. This is Squeen baggage, which has many different variables pushing the direction (with some not as agreeable as others).
Last edited by MintnHoney; 03-16-2023 at 05:48 PM. Reason: inb4maximumungar
Maybe but if you come into a fight and drag everyone down because you aren't good in it then you are dragging the rest of the party down and making their lives miserableI do most of the hard content in this game and I tend to scale above average in savage at my best. I used to be in the top 20%, sometimes top 5-10 depending on fight but I haven't done as well in recent tiers.
That said,
Some people simply don't have the capability of getting better than where they currently are.
I'm atrocious at fighting games, no matter how many guides and videos I look up. I suck at fps games, despite understanding how the mechanics in them work.
Not everyone can be good at a specific thing. Doesn't mean they can't still get some enjoyment out of it.
They only nerfed the easy and very easy version, normal version was left untouched iirc.Ah man, they nerfed it? I love that duty, so much so that it's probably my favorite part of the expansion as a whole.
Regarding the main topic of this thread, I know a lot of the optional dungeons are still challenging compared to their MSQ counterparts. Still, even they get easier over time thanks to repetition, as Atelier and Midare have stated. I will admit that the game isn't as punishing as it used to be, thanks to nerfs, higher average iLvl, and other adjustments (like how skills refresh after a wipe).
Why do people not realize that they get better at the game after playing it for a long time. Things aren't going to keep getting harder to keep up. That would make the game impossible for new players. It's like you won't be happy until Sastasha has ultimate mechanics in it since you'd say everything else is too easy.
Difficulty is relative. Stop forgetting this.
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