I've seen more wipes at behemoth since they removed OT so no one's baiting the iron giants than I ever saw when it was current content. I feel like fights have got a lot less interesting since they stopped doing mechs for OT that require more than tank swapping.Labyrinth of the Ancients was tuned for 6 tanks and I think they'd have to do a decent tuning pass on it for it to make sense with only 3 tanks if they did put an ilvl sync on it. That being said I am all about seeing the old mechanics in CT again.
I agree, there needs to be more stringent ilvl caps on all of the synced stuff.
I mean, I'd rather that than any content below max level being reduced to a faceroll joke. Sure, it's fun to stomp all over content for a spell but after the novelty wears off it just makes everything boring. I'd love for Weeping City to be ilvl 240 locked or Orbonne to be back to the way it was before all the nerfs. Both were actually fun because they weren't a participate check like they are now.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Gear not being useful in much content is a problem with their gear and battle system not giving players many choices. Given that most of their design is so focused on execution, it makes sense to tune the fights such that players have to execute. That's why Endsinger et al got so boring, and why Crystal Tower sucks. You don't have to execute. Granted, Endsinger and other capstones other than Shinryu weren't designed to be hard, but in their case it's a dramatic narrative experience players are missing instead of a game engagement one.
They could further keep older duties close to their original design by:
-adding traits at each expansion level range that slowly buff their basic attack potencies instead of giving them full strength versions at level 1
-adding stat caps to food/accessories for those same level ranges: food is much stronger at low levels now after the stat squish; 10%+ stats on food didn't exist until ShB/only fending accessories had VIT before ShB
These wouldn't be changes that would have to be looked at more than once every stat squish, either.
Blm autoattacks deal more damage in lvl 50 content than they do at 90 it's so silly but I would be very sad to see them go ;_; Feels like a proper treat doing like 50 damage with an auto instead of the crit DH 1!! I get at top level XDGear not being useful in much content is a problem with their gear and battle system not giving players many choices. Given that most of their design is so focused on execution, it makes sense to tune the fights such that players have to execute. That's why Endsinger et al got so boring, and why Crystal Tower sucks. You don't have to execute. Granted, Endsinger and other capstones other than Shinryu weren't designed to be hard, but in their case it's a dramatic narrative experience players are missing instead of a game engagement one.
They could further keep older duties close to their original design by:
-adding traits at each expansion level range that slowly buff their basic attack potencies instead of giving them full strength versions at level 1
-adding stat caps to food/accessories for those same level ranges: food is much stronger at low levels now after the stat squish; 10%+ stats on food didn't exist until ShB/only fending accessories had VIT before ShB
These wouldn't be changes that would have to be looked at more than once every stat squish, either.
Fights shouldn't be so easy that you can always clear them first try without even knowing them. The should require a modicum of brain activity to keep you engaged and make fights feel worthwhile or at least congruent. When the big bad dies within 30 seconds it's a total disconnect for me.
That's not goign to be the reality, if a fight takes longer than 2 or so pulls or has a high chance of failure, people will instantly leave on getting it in a roulette. They already do that for certain duties like the harder alexander and omega raids.Fights shouldn't be so easy that you can always clear them first try without even knowing them. The should require a modicum of brain activity to keep you engaged and make fights feel worthwhile or at least congruent. When the big bad dies within 30 seconds it's a total disconnect for me.
Fact is if it's in a roulette, the expectation is it at most takes 2 pulls for the group to muddle their way through it even with new people.
Well, by design the devs boost a parties' "gear" up to 50% if they stick through multiple wipes. I personally can't remember the last time I joined a party in progress that I didn't easily clear, but to your point parties in progress are a heck of a lot less common nowadays.
Nevertheless, if some people are quitting without even trying, or even if they're just reaching that threshold for the average player so often that new players can't make it through the story, then it's not because the fights need to be easier. It's because there's too great a disparity in difficulty between duties and that must be addressed.
It would be partially addressed by making ilvl syncs tighter. Additionally, it could be addressed by penalizing quitters more, rewarding players for harder duties more, or even rewarding players that join in progress/clear at higher stacks of echo more.
People wipe to The Dancing Plague and Mothercrystal, but people clear them in the same group. Having an Ilvl won't make Shinryu impossible, it'll make it a damn final boss worthy of the title.
Just throwing our hands up and saying we cannot make fights any more consistent with each other than they currently are because certain players will outright quit and abandon their teammates at the drop of a hat leaves many people dissatisfied, hence this thread and it's increasingly common message.
Last edited by Post; 09-30-2023 at 03:46 AM.
You're not going to change the mentality, if it's through a roulette, people want to be able to clear it in 1-2 wipes, that's how it is.Well, by design the devs boost a parties' "gear" up to 50% if they stick through multiple wipes. I personally can't remember the last time I joined a party in progress that I didn't easily clear, and parties in progress are a heck of a lot more common.
If people are quitting without even trying, then there's too great a disparity in difficulty between duties and that must be addressed. It would be partially addressed by making ilvl syncs tighter. Additionally, it could be addressed by penalizing quitters more, rewarding players for harder duties more, or even rewarding players that join in progress/clear at higher stacks of echo more.
Just throwing our hands up and saying we cannot make fights hard because certain players will outright quit and abandon their teammates at the drop of a hat leaves many people dissatisfied, hence this thread and it's increasingly common message.
People are almost entirely products of their environment. Absolutely changing the environment will change their behavior. THAT'S how it is.
I didn't complain when they forced MSQ roulette to have cutscenes, I accepted what they were trying to do and just stopped running it. That didn't stop you from getting through Praetorium whenever you did it, because you had plenty of other people who were happy to just afk and be rewarded to make it work.
Prae was a problem then. This is a problem now. It needs to be addressed.
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