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  1. #1
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,534
    Character
    Alondite Ragnell
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Normal content is simply too easy, and unlike most I do actually view this as a problem. A problem thats very difficult to solve because this game does not teach you how to play it in any regard, so raising the difficulty is a hard thing to do because the game has a lot of catch up to do in order to expect more of its playerbase. Which is probably why SE doesn't view this as a real concern.

    I honestly cant even remember if this game explains the concept of global cooldowns or weaving to you.
    (18)

  2. #2
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Oizen View Post
    Normal content is simply too easy, and unlike most I do actually view this as a problem. A problem thats very difficult to solve because this game does not teach you how to play it in any regard, so raising the difficulty is a hard thing to do because the game has a lot of catch up to do in order to expect more of its playerbase. Which is probably why SE doesn't view this as a real concern.

    I honestly cant even remember if this game explains the concept of global cooldowns or weaving to you.
    Normal content doesn't do a good job of conditioning people even for later normal content.

    I've had to practically solo heal/mit heal check mechanics like Harrowing Hell on multiple occasions because people are wholly unconditioned to anything resembling such in prior content.
    (5)

  3. #3
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,534
    Character
    Alondite Ragnell
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KageTokage View Post
    Normal content doesn't do a good job of conditioning people even for later normal content.

    I've had to practically solo heal/mit heal check mechanics like Harrowing Hell on multiple occasions because people are wholly unconditioned to anything resembling such in prior content.
    I agree, and in general what little this game does do is very bad at it. Its kinda just throwing very vague explanations in wordy unvoiced chat bubbles.
    The hall of novices is honestly a joke, for tanks it teaches you combo actions and to have stance on, thats literally it.
    Beyond that a lot of buttons in this game aren't rewarding to press, or at least they're not satisfying, I imagine if rampart felt good with a more persistent animation, changed how damage rolls to show you're taking less damage (like block/parry does) or even just gave it a different sound on impact people would probably learn on their own. Instead I find they kinda go for systems where the game kinda plays itself (Trusts for example, or even traits like Tank Mastery), leading to a lot of people with max level characters who never even learn how to play the job they picked.

    I do not play healers, which is why I'm talking from a tank perspective, but I assume its basically the same thing or not at least a very similar situation
    (2)

  4. #4
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,850
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Oizen View Post
    I agree, and in general what little this game does do is very bad at it. Its kinda just throwing very vague explanations in wordy unvoiced chat bubbles.
    The hall of novices is honestly a joke, for tanks it teaches you combo actions and to have stance on, thats literally it.
    Beyond that a lot of buttons in this game aren't rewarding to press, or at least they're not satisfying, I imagine if rampart felt good with a more persistent animation, changed how damage rolls to show you're taking less damage (like block/parry does) or even just gave it a different sound on impact people would probably learn on their own. Instead I find they kinda go for systems where the game kinda plays itself (Trusts for example, or even traits like Tank Mastery), leading to a lot of people with max level characters who never even learn how to play the job they picked.

    I do not play healers, which is why I'm talking from a tank perspective, but I assume its basically the same thing or not at least a very similar situation
    the hall of Novices for healers, if I can remember, isnt much better. as many have said, in many different threads, the game itself, is not designed to make people become more skilled. it is more and more apparent that the need to be skilled left some time ago, and what we are left with is just the need to be able to slog it through to cap. for normal game play, if you have any skill, its likely because you did some research and learned from experience, its not because SE provided any skill plateaus to master. I mean, I know they want everyone to be able to do msq and experience the story, but lets be honest, at this point you could teach a turnip to make it to level cap in any role or job. well, maybe not blm, but give it time...
    (5)
    #FFXIVHEALERSTRIKE

  5. #5
    Player
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Forgotten Springs
    Posts
    269
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Oizen View Post
    Normal content is simply too easy, and unlike most I do actually view this as a problem. A problem thats very difficult to solve because this game does not teach you how to play it in any regard, so raising the difficulty is a hard thing to do because the game has a lot of catch up to do in order to expect more of its playerbase. Which is probably why SE doesn't view this as a real concern.

    I honestly cant even remember if this game explains the concept of global cooldowns or weaving to you.
    I think just making healer kits in general more interesting would be a better solution than making a dungeon stat check you harder by doing more damage, most of the time queueing a dungeon regardless of role people are there to get it over with, especially if it's a roulette. Bad healers as it is now already make them a pain, having a bad healer in a dungeon where they actually have to heal would cause people to just leave the duty. Make their abilities and damage methods more interesting. You're not meant to use your entire healing ability in a dungeon since that stuff is balanced around Ultimate, so that makes sense to me at least.
    (2)