Run everything min ilvl and no echo and enjoy
Run everything min ilvl and no echo and enjoy
That's sadly my main concern, that they don't want to make the game harder and want to make it as accessible as possible. In my opinion it has reached a point where this is hurting the game experience. I'm fine with FFXIV being an MMO that's more accessible but it is still an MMO, I don't want this to become like a mobile game where you log in do a few braindead dailies and log out. Extreme+ content is an exception obviously.They already went through every single leveling dungeon to adjust the mechanics for the Duty support AI. Believe me that difficulty was not on their mind and I doubt this way of thinking will change.
Best case scenario they will revamp mechanics but not adjust the overall difficulty.
Sadly that's not the same. I'm talking about the content you do playing normally while progressing and that you get in roulettes while capping your tomestones and leveling classes. I shouldn't have to make the content enjoyable by creating PFs to run it min ilvl. If anything I think the option should be to be able to lower the difficulty IF the normal one is too hard, even just a properly tuned Echo could be enough in most situations.
How dare you, those lv 85 players are still new and didnt play through 500 msq quests to get there xD
its fine for ARR but towards 60-70 the game should get harder, teaching that not doing mechanics or using skills has consequences... theres so much time to ramp up...
And i just feel there need to be "walls" on solo trials where they learn "you must be THIS good to carry on" the hard way.
I feel you... we had the same so many times. On 6.4 our Fc mate was ahead of us... he used up the full timer for Golbez... i mean sure new, he has his tricks but hes not THAT hard...
More HP is the worst way to fix this, as all its doing is just padding out the same brain easy song and dance. What needs to happen is to buff up boss damage, and find a way to allow maxed out characters to use their full toolkit.Some of the older dungeon and raid (primarily Alexander ones) bosses just need more HP and they should be relatively fine, but some of the trials and alliance raids need their min ilv caps reduced.
Any trial that is an expansion capstone fight (Thordan, Shinryu, Hades, Endsinger) gets heavily screwed over by increasing ilvs throughout the expansion, so all of those are going to need a ilv cap to prevent this from happening. A mega easy fight is not really a good way to end an expansion's story, especially when said boss is typically hyped up to be super strong and powerful. I've gotten Thordan a few times in trial roulette lately and I've had runs where we got him to 0.1% before he leaves.
As for alliance raids, Crystal Tower is just too easy and braindead due to item level. You can actually see this at play by looking at the World of Darkness raid. That raid's min ilv is much closer to the ilv cap for ARR, and it shows as the mechanics actually matter to an extent and are dangerous enough to kill you. I personally think that the World of Darkness would be a good standard difficulty for ARR alliance raids. Thus, I think a max ilv cap should be introduced to LotA and Syrcus Tower to try and emulate that same difficulty level. This would also technically re-introduce mechanics to those two raids, making those raids more interesting.
A lot of the older dungeon and raid bosses already have decent mechanics, you just never see them because the boss dies before it gets to use them. If you want to talk about a specific example that should be changed, then I might even agree that said example might need more fixing than a simple HP buff, but in general, older bosses just need an HP boost so you can see the mechanics that already exist.
I agree depending on which specific boss we are talking about. I do not agree if we are speaking in general terms.
Even if the devs found a way to do this that didn't make low-level characters dead weight, it will never be implemented well. If you give maxed characters their full toolkit while synced, you are going to have one of two problems depending on how it is designed.
1) Potency is left the way it is. This makes sprouts a massive burden on the team as they would be lacking a significant amount of potency.
2) Potency is balanced to make sprouts and maxed characters have the same strength. This makes playing a maxed character frustrating as you would then have to work many times harder for the same output as someone pressing a few buttons on a lower level character.
Last edited by AwesomeJr44; 08-04-2023 at 09:39 AM.
I agree it must be underwhelming for first timers when they get a dungeon and people spank the hell out of it without so much as a word.
When you deal with human beings, never count on logic or consistency.
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Min ilvl no echo still tends to be pretty easy. The Stormblood EX trials are significantly easier than they were back when they were new, even with min ilevel+no echo turned on. Even permanently synced content like UWU and UCOB are far easier than they were at launch due to everyone being more powerful now.
It's significantly easier because those fights were never really hard. There's a reason Unreal is casual content. Thordan Unreal is going to be a piece of cake too. Only exception is Gordias and Midas.Min ilvl no echo still tends to be pretty easy. The Stormblood EX trials are significantly easier than they were back when they were new, even with min ilevel+no echo turned on. Even permanently synced content like UWU and UCOB are far easier than they were at launch due to everyone being more powerful now.
The reason why people felt that things were harder in the past is because of job design. The jobs were complex enough that even simple things can feel hard.
1. Dungeon bosses have more than enough HP for them to show all of their mechs, even with an optimized synced party. The only example I can think of is really old Alliance Raid bosses (namely Crystal Tower....but those raids seriously need a rework at this point).A lot of the older dungeon and raid bosses already have decent mechanics, you just never see them because the boss dies before it gets to use them. If you want to talk about a specific example that should be changed, then I might even agree that said example might need more fixing than a simple HP buff, but in general, older bosses just need an HP boost so you can see the mechanics that already exist.
I agree depending on which specific boss we are talking about. I do not agree if we are speaking in general terms.
Even if the devs found a way to do this that didn't make low-level characters dead weight, it will never be implemented well. If you give maxed characters their full toolkit while synced, you are going to have one of two problems depending on how it is designed.
1) Potency is left the way it is. This makes sprouts a massive burden on the team as they would be lacking a significant amount of potency.
2) Potency is balanced to make sprouts and maxed characters have the same strength. This makes playing a maxed character frustrating as you would then have to work many times harder for the same output as someone pressing a few buttons on a lower level character.
2. Since we're stuck with healers having to dps more than heal, this is just my wishful thinking that they'd just go the easier solution and buff up damage so that healers actually have to use their full toolkit. Like have some more raid wide damage or the boss randomly target another character in the party for a special attack (this already exists but still not enough imo). Tanks should only suffer boss's autos and busters. Now this is mostly endgame related but ARR-HW dungeon pulls can be challenging for healers anyway since they lack most of their abilities so this point in terms of older content might be moot to some people.
3. WoW and other MMOs seem to lack this syncing issue FFXIV suffers. I feel like sprouts skill potency should be buffed to where they dont fully match a maxed character's potency (or basically depending on that party's average level) but still good enough that they can contribute but not be fully optimized. I actually believe most players dont care about the numbers but rather having their playstyle gimped. So even if we go to the example you presented where a max character's skill potency is nerfed to match a lower level's rotation, I'm confident like 90% of the playerbase wouldnt give a rat's ass about it. They just want to press their fun buttons
I feel like they ought to just cap an instance's sync level to whatever the IL cap was when it was released.
I think it's now actually possible to push the EW final boss to 0.1% before the final phase starts if the party is loaded enough which would be comically anti-climactic for a new player.
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