I don't get how hardcore raiding is supposed to be accessible when 90% of the game is so easy you don't have to pay attention. I tried Savage for the first time with Abyssos and I was definitely not prepared from playing normal mode content.The way how they streamlined the "Insta Fill Job Gauge" abilities, it's pretty blatant telling that they don't even know what to do with Job Gauge in general.
Instead thinking why player hoard Job Gauge resource to begin, they just streamlined it further so it wouldn't be over-capped.
Job Gauge over-capping wouldn't be an issue if there's is a plethora ways to spend Job Gauge other than save it for burst window DPSing.
You can tell they want hardcore raiding to be as accessible as possible to as many mid core player as they can by move difficulty on job design to encounter design, so more mid-core player could raid-logging, which means more yearly revenue for SQEX.
The fact that someone new to raiding like you are willingly to try Savage for the first time...
If anything, I'd say the game design is working as intended.
The game itself don't really need do anything to prepare you to high-end content such as extremes, savages, criterions, and even ultimates.
All the game need to do, is making you "feel like" you are prepared for high-end content and then jump right into it.
Whether would you stick around after that, is another story.
For example, let say, if you struggled and tend to wipe a lot every time you are at The Dead Ends dungeon or the current normal raid tier, would you even think about to try extreme or savage? Of course you won't.
Due to streamlined job and the easy MSQ Dungeon and normal raid, CBU3 will have a easier time to "bait" player to try high-end content via the Dunning Kruger Effect.
Sure looks good on engagement metrics, when they consequently ignore how many of those new baited people got their asses handed to them in the first savage fight and quit raiding.
I wish just one person with the ability to Q&A Yoshi P would’ve said:
”A lot of healer players have been frustrated with how often they spend their time spamming their basic attack spells since Shadowbringers. Dawntrail appears to be adding a new attack for each healer which is great, but because these attacks have such long cooldowns, it doesn’t really help reduce the time those players have to spend still spamming their basic attacks. Why not consider reducing the cooldowns of some of their existing attacks to allow for more frequent breaks away from spells like Broil IV and Glare III? Reduce the duration of DOT spells to 15 seconds, for example. Reduce Phlegma’s cooldown to 20 seconds. Reduce POM’s cooldown to 60 seconds, and make it so that tics of Dia can proc a use of Glare IV like Black Mage’s Thundercloud. Give Scholar Miasma and Shadowflare back. Make Oracle a 40 second cooldown instead of a follow up to Divination. Little changes like these, while reducing the potency of each healer’s basic attack spell in compensation of these changes would go a long way toward making healers enjoyable for those players again without really asking much of newer players. And reducing the potency of those basic attacks will also lessen the pressure on healers to be DPSing as much as they are, making it less punishing to toss out heals between these bursty attacks.”
Last edited by ty_taurus; 06-08-2024 at 01:34 AM.
Those people have an attitude problem lol. It's called savage and ultimate content for a reason. You should expect failure when you're engaging. The nature of prog is this: You start at the first mechanic prog, and fail until you get it. Then you do the same for the next mechanics all the way till you grasp every mechanic. It would be boring if you could just wing it and succeed from the start.
Almost everyone has the capacity to prog a single mechanic at a time, and once you've learned it you can move onto the next. It's not like you have to relearn it every time, learning a mechanic is "like riding a bike". Everyone's rate of grasping individual mechanics will vary, but in PF the groups are structured around progging a single mechanic or phase at a time so there is no conflict.
At the end of the day though, if someone is going to quit from failing in their first savage raid, maybe they don't belong in the content yet. Easier content is good for these types because they can experience the expected success that they are attached to. Having someone who lacks resilience in the party just kills the experience for everyone else. Expect to be humbled, be prepared to learn the hard way.
I did Savage because for the first time in my 10 years playing this game I was so bored it was either raid or quit the game.
That's a side effect of SE cramming every difficulty into the encounters themselves and their mechanics while leaving very little on the battle system and jobs side.
Jobs can be practiced outside of challenging content, but challenging encounters can only be practiced in their own instances.
|
![]() |
![]() |
![]() |
|
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.