Quote Originally Posted by RitsukoSonoda View Post
It's statistically impossible to make a game that appeals to everybody. Yet CBU3 has shown to continue with the pursuit of futility. Essentially the only thing they've really succeeded in doing is dumbing down this game along with FF16 to the point it requires a dozen or less functioning braincells to progress in it. You could argue that is well and fine for the offline singleplayer title FF16 except they basically forced everyone to play the game on preschooler mode just to access a somewhat normal difficulty setting on a second playthrough instead of letting us play it that way right out of the box. In terms of this game the issue is that these people progress the game and MSQ while not learning anything about how to play the game or do mechanics then jump into EX/Savage content and drag everyone else down diminishing the experience for those that did learn the game as they're just dead weight hoping to leech rewards because they want all the shiny stuff handed to them while refusing to make any effort to earn it. The frequency of this happening increased when easy mode was added to solo MSQ instances. The only reason the addition of duty support really didn't impact this is because those people were already using others to carry them through the 4 player and story mode trials before it was added. They're now taking it further and homogenizing older duties that had unique layouts or zone mechanics that made them stand out from every new duty they've added over more recent years.
If anything, its harder with NPCs than it is with players, because everything relies on you to take initiative and nobody can explain things to you, so you have to figure it out or fail. Also, reworked all dungeons of past have been not dumbed down, but actually turned into something that teaches players mechanics. They actually use markers that appear in later fights consistently now, making sure people have opportunity to learn what they do early on, which is a great change. It's the very fact that those older duties relied on 'unique' mechanics that made actual learning curve so steep, because all that early content did nothing to prepare players for mechanical aspect of later content. Its still not perfect and you still sometimes see players running away with stack marker in some lvl 50/60 duties, but generally, I've found all the early revamped story dungeons to be much better at demonstrating specific mechanics in non-overwhelming way by having one or two per major bossfight. Isn't that what people always asked for, early content that actually prepares people for later, more involved and difficult content? And now its terrible because its 'homogenized' in attempt to implement consistent mechanics?