Reality is what people make it to be. I do min ilvl stuff and I stay for duties that people fail in and try to help. So do others. It's more common than you think. Seems more like a self-fulfilling prophecy to me. That's the go-to argument for everything in this game. "People" will/won't do it because [X] so don't bother. And now we have boring dungeons, boring trials, boring jobs, boring relics, no exploration zone and the list goes on. Making something brain dead should not be the solution to everything.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.
Most of the friends I have convinced to play this game over the years end up complaining and quitting because it takes too long to actually reach anything that resembles a challenge or necessitates you engage with the games mechanics. When fail-states cease to exist or are otherwise incredibly improbable to occur, a game no longer feels like a game.
They wiped cause they didn't know the fight, not because they did have a high enough dps output or health due to lack of gear.
If you want every DF group to have multiple wipes while doing roulette you'd have to make them a LOT harder because knowledge of a fight far outweighs gear.
I made a thread on this a while back with my thoughts here
The trials I noticed with the biggest issues are:Of these, the Heavensward trials exhibit this issue most strongly.
- Akh Afah Ampitheatre
- The Singularity Reactor
- The Final Steps of Faith
- The Royal Menagerie
- Castrum Fluminus
- The Dying Gasp
Often players get to these epic battles, and the overwhelming strength of their team can trivialize the whole experience! I've talked to many sprouts, both random people and close friends who say "that's it? it was so cool, but it ended so quickly..."
I'll often barely attack the boss if I notice new players because of how quickly these trials end. Going all-out almost feels like a disservice to how major these battles are...
I think optimizing for 1-2 wipes is probably the wrong way, since in the end, experienced players will know the fight, and it's not fun to spend a fight on the ground as a sprout. I do think they should take longer, though, at least long enough to see all the mechanics on average. Adding item level sync to these trials I think would achieve this.
Last edited by jadeharley; 09-30-2023 at 06:17 AM.
Well, they rather dug their own grave on that one with insisting on so many positional enforcement mechs where if you don't know where to stand then you insta-die or take a vuln that makes the next one kill you. New players feeling like crap because they died over and over is a direct consequence of a design that doesn't want groups to be able to recover mistakes through healing.
Those 1-2 wipes would only be in the harder encounters not every single piece of content. You know what game players can still occasionally "black out" in despite being incredibly easy for even average gamers? Pokemon. A game designed for children. I think FFXIV can afford to be a little harder than a game designed for 6-10 year olds.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I never said I wanted those things, that's an entirely different sentence from what I said. Stop making up arguments to dunk on for forum likes.Those 1-2 wipes would only be in the harder encounters not every single piece of content. You know what game players can still occasionally "black out" in despite being incredibly easy for even average gamers? Pokemon. A game designed for children. I think FFXIV can afford to be a little harder than a game designed for 6-10 year olds.
The only problem is for 4 of the OTs on Behemoth your job is to stand and click a tower which is... peak gameplay. They never really iterated on it as we were down to 3 tanks in Syrcus Tower, but yeah it'd be nice if the OTs had something to do other than be a weaker DPS on most all fights.
Yeee it wasn't very in depth for sure but it did add another interesting dynamic to the role tanks could fulfill in larger group content. A better example would probably have been Twintania in T5 where the off-tank was responsible for soaking orbs, positioning the snakey adds etc etc Granted that's an oooold example and 8 man instead of 24 man but it's an element that makes fights more interesting when the alternative as OT now is predominantly standing on the boss and watching for tank swaps or tank in party out mechs. I think the last time OT had any responsibility like that was.... maybe Ramuh in E5s with the orbs and Garuda and Ifrit in E6s when they split into 2. Oh and ok they got 1 thing this tier with p10 yeeting them onto their platforms. But all these examples are in 8 man raid, not 24 man. It's a shame!The only problem is for 4 of the OTs on Behemoth your job is to stand and click a tower which is... peak gameplay. They never really iterated on it as we were down to 3 tanks in Syrcus Tower, but yeah it'd be nice if the OTs had something to do other than be a weaker DPS on most all fights.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.