I assume you're referring to changes to jobs and gameplay over the years would make it impossible to make content feel like it did on release in the current day? Well, I covered this already in this thread as well. My intent is make it so bosses get to use their full range of mechanics instead of melting before the fight starts to take off.
Besides, if Unreal trials are any indication of how possible this is already simply by upscaling the fight to a certain ilv for capped players and syncing it, then I already know that by syncing players in a similar fashion for previously capped duties would accomplish exactly what I seek. And since what I seek isn't just for me and other veterans, the way jobs used to play doesn't even apply for players who are brand new to these duties. This means they get to experience these fights similar to how we did when they were new to us.
Last edited by Gemina; 11-29-2023 at 01:37 PM.
I'm one of those who'd GLADLY do older fights for the sake of doing them regardless of the rewards. I don't care about Faux Hollows rewards, but I do enjoy rediscovering the old Extreme trials at level cap.
When they first introduced it, I really thought we would get old Savage raids back down the line, not just a single trial every 3 to 4 months (more if we count end-of-expansion drought and x.0 patches), that is then rotated out and back into the vast amount of unsyncable content that gets steamrolled. One could argue that fights back then weren't designed with current job kits in mind which can lead to balancing issues regarding mitigation and damage output, which is absolutely true, but so far every Unreal trial we got was absolutely serviceable the way SE pushed them out to us.
"Fun" ("sad" would probably be more accurate) fact that I've already posted in a similar thread in the past:
There are currently
- 90 dungeons, including 32 leveling dungeons
- 84 Trials, including 38 Extremes
- 15 24-player raids
- 89 8-player raids, including 40 Savage raids
- 5 Ultimate raids
- 1 Unreal trial (since the previous ones are no longer available)
And among the more unique content:
- 6 open areas dedicated to Relics, with 2 raids with 72 players, plus a Savage version with 24 players
- 3 deep-dungeons
- 3 Variant & Criterion dungeons
- Blue Mage (which I'll count as a single piece of content for simplicity, despite having a whole lot of content to play)
(part 2 in the next post due to character limit, somehow??)
Last edited by PyaKura; 11-29-2023 at 07:04 PM.
(double post due to character limit, part 2)
Now - and I hope players who are newer to the game can understand this - imagine what a veteran player like me and most likely many others, who like a challenge and do everything on patch, might have an interest in doing for fun. I can't speak for anyone else, but I'm confident I'm not the only one in this situation. Not counting the more unique content I listed previously, if I want to enjoy the game at level cap with my current kit without feeling like I'm steamrolling the content, I am "stuck" with
1 Extreme trial
1 Unreal trial
4 Savage raids
2 Ultimate raids
That's 8 pieces of content, out of 284. Even if you only count the previously level-capped, hardest version for each type of content, that's still 157. In other words, I only enjoy doing about 5% of all current and previously level-capped content in their hardest version. Or 2.7% if we count literally every single piece of multiplayer PvE content (and technically less if I counted all of the Blue Mage instances).
Get that, I only really enjoy 2.7% of the PvE content since the game's release.
Yes, I know I can technically also do MINE runs of previous Pandaemonium raids - which I would absolutely love to! - if I want to enjoy more content at level cap, but it's incredibly difficult to get a group going (in EU at least), and the game doesn't encourage people to do so. Even then, this would barely raise the percentage of content I would enjoy.
Now I understand not everyone wants everything to be hard, and I'm not asking for the game to be this way. It's not even the OP's point. But I do think there is a cruel lack of content for veteran players who just want to enjoy the game, and so far the available content is heavily skewed towards the less... demanding? More casual? playerbase.
In my eyes, OP is being almost "too kind" (for lack of a better term) by only asking for an ilvl sync. I would ask for everything to be playable at level cap the same way Unreal content is, which is another topic entirely. But I definitely think that at least having everything be ilvl synced to bring some bite back to the older content is more than reasonable and should seriously be considered by SE.
Down the line I unironically think SE should make Dawntrail the last level (heck, ilvl??) increase and start focusing on horizontal progression. FFXIV genuinely has a ridiculous amount of content, so much so that no other "modern" game comes close (besides retail WoW, perhaps), and it's a shame to see the vast majority of it just be forgotten and unplayed as soon as the next expansions - or even patch - rolls around.
(Sorry for any typos or long-winded phrasing, English isn't my first language)
Last edited by PyaKura; 11-29-2023 at 06:40 PM.
You can bypass the character limit by editing an original comment that does meet the limit. IOW, go ahead and type your post out, copy and cut it, post something like "10 char limit", and edit that comment by pasting the original and it will take. It's weird like that, but you can avoid multiple posts that way.
As for Unreal trials, they are without question one of the best features this dev team has implemented. The content has been well received by the playerbase, and most share your concern for not having more available. It's understandable that the Unreal trials released in a previous expansion are removed, but we could technically keep all of them that are released within the current expansion.
I believe they wanted to see how this would go before doing the same with raids, and they should have a big bright green light to give them a go. Nothing official has been mentioned yet though. We will have to see in the coming future.
I've read the thread. I just don't agree with your opinion is all. I don't think you have a hot take, but I don't think someone experiencing something now for the first time will ever be the same as it was when it first released. There are too many things that have changed, such as job abilities, player skill, the dungeons themselves. Like I mentioned previously, I have a gut feeling that we'll see them do trials the same way they did dungeons where you can go with trusts. Should they go that route, all this becomes moot because the trusts do not perform at that high of a level, so the chances of mechanics being skipped would be pretty low. On top of that, you can't really be carried with trusts because as soon as you die, it's a wipe.
Clearly you have not. Otherwise you wouldn't haven't asked a question so obviously obtuse. If you're going to disagree with me, that's fine. But don't invalidate your own take with asinine statements that force me to repeat myself because you're not getting the point.
As for trusts. This does not resolve the issue, or would provide new players with a similar experience. We did not do these duties with trusts, nor did we have to deal with the encounter resetting the moment we die. The boss would have to bring the HP of all participants to zero. Not just you. We did these duties with other players, whom of which all had varying skill levels, and all who had to learn the mechanics of these fights. Healers could raise us if we fell, so we can continue. It also doesn't change that these duties would still come up in roulettes, and the fact that many new players would not choose to run with trusts even if it were an option for the exact reason I just laid out.
At least most people who object to this suggestion are honest, and simply say that they do not want roulette duties to take longer than they do now. Which is a fair take.
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