Page 4 of 7 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 63
  1. #31
    Player
    TDawnstar's Avatar
    Join Date
    Jul 2021
    Location
    Gridania
    Posts
    142
    Character
    Tomana Dawnstar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mihka View Post
    Dawntrail is a step in the right direction. It is not a full solution. If they continue in this direction, then eventually things might balance out in a slightly better place than they are now. And that's why it's important that people who want content to continue in this direction make their voices heard, otherwise CBU3 will only see people complaining and decide to nerf it again.
    You misunderstand. Your initial point was about roulettes, and my point is that even if you change DT, DT content is still a small tip on an iceberg of previous content that will pop in roulette and that SE will most likely not fix.


    Quote Originally Posted by Mihka View Post
    Or maybe they'll ignore the complainers just like they ignored SCH mains about Seraphism's design, and non-JP/West Coast MCH players about the animation lock system making the job objectively worse if you don't have low ping.
    Well, if you are telling me that FFXIV's netcode makes some classes and encounters a pain, I completely agree
    (0)

  2. #32
    Player
    TDawnstar's Avatar
    Join Date
    Jul 2021
    Location
    Gridania
    Posts
    142
    Character
    Tomana Dawnstar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    In other words there's plenty of room to improve the game's difficulty and engagement factor, the infrastructure is already there, they need only use it. But tell me, if MSQ content "doesn't have to be braindead", why is it that you appear to be advocating exactly that?
    Me? I'm among the minority on the forum who thinks EW dungeons and raids were fine. If anything, I think that DT trials have been easier to handle than EW trials, because I still have PTSD from Zodiark and to lesser extent Meteion.

    But that's details, the issue is that SE needs to stop base everything on mechanics and bring back player power and skills. Then, difficult content will be able to get gated by these as well, not just by reaction speed and memorization of patterns.
    (1)

  3. #33
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    519
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I see, personally I didn't have much of a problem with either of those trials outside of extremes, but it's good that we can agree that pattern memorization shouldn't be everything. I would like to see more control mechanics but that would also require them to go back and force people to learn how interrupts work, the number of times the master of the hyperboreia has completed that cast is a testament to that.

    Fundamentally I want the game a little harder, I don't have lightning reflexes and my memory hates important information like Garleans hate Eorzeans, hence I don't attempt savage content. But then, as we've established here, memory and reflexes are not the only form of difficulty or even the only kind the game is built for.
    (1)

  4. #34
    Player
    Rynn21's Avatar
    Join Date
    Nov 2014
    Location
    Ul'Dah
    Posts
    75
    Character
    Euphy Seurian
    World
    Siren
    Main Class
    Lancer Lv 90
    I'm still sad they nerfed Thunder God, and some of the older dungeons because of trusts being added.
    (4)

  5. #35
    Player
    TDawnstar's Avatar
    Join Date
    Jul 2021
    Location
    Gridania
    Posts
    142
    Character
    Tomana Dawnstar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I see, personally I didn't have much of a problem with either of those trials outside of extremes, but it's good that we can agree that pattern memorization shouldn't be everything. I would like to see more control mechanics but that would also require them to go back and force people to learn how interrupts work, the number of times the master of the hyperboreia has completed that cast is a testament to that.
    Oh dear, don't even get me started about interrupts (or lack thereof). But yes, that's typically something that could be added to bosses (reminds me of Essence of Souls in WoW, where you had to kick everything to prevent your tank from getting a dmg debuff. Things like add phases, cleaves etc. also used to be a thing back in ARR/HW, but then were essentially phased out from the raids. Everthing is about solving the visual puzzles at this point, which is somewhat sad, I suppose.
    (0)

  6. 07-22-2024 03:50 AM

  7. #36
    Player
    MegaOddly's Avatar
    Join Date
    Jun 2022
    Posts
    39
    Character
    Teysa Oddly
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jupiter- View Post
    I agree that the difficulty of the dungeons are fine as is. The ONLY exception is the first boss in The Strayhborough Deadwalk. SE could tone it down a smidge (make the dolls predictable on which ones will grab you and which ones won't, for example). But the other two fights in that dungeon are just fine.
    They walk in a straight line....
    (0)

  8. #37
    Player
    jdtuggey's Avatar
    Join Date
    Oct 2020
    Posts
    123
    Character
    Tsuki Hori
    World
    Excalibur
    Main Class
    Sage Lv 100
    Quote Originally Posted by TDawnstar View Post
    But that's details, the issue is that SE needs to stop base everything on mechanics and bring back player power and skills. Then, difficult content will be able to get gated by these as well, not just by reaction speed and memorization of patterns.
    By player power, do you mean gear ? Like, I play this game on and off, I sub for 3 months, then I unsub for 3 more, come back for 3 months, that sort of pattern.
    Having a system where I need to spend significant time "catching up" each time I resub would make resubbing a lot less appealing.

    Player skills, well... If you mean talent, I'd classify being able to handle mechanics and push decent dps is skill ?
    Like, you'd know this if you did savage/ult prog, but not only you need to handle the mechanics there, you need to push dps hard as much as you can, while moving, often, while preparing for the next mechanic.
    There's a lot of space between the floor of the casual content and the floor to prog Savage and especially ultimates ? I'd call that gap "skill" ? Like, execution actually matters there.
    Even in dungeons, like, memorizing the patterns is the low bar, you can set yourself a higher bar and do "push dps hard as much as you can, even while moving, while preparing for the next mechanic", you'll make a better experience for everyone in your party, and it certainly does look to me like there's a skill gap even in that niche, some players definitely do a lot better than other players in dungeons, even if both players execute mechanics perfectly and know the patterns perfectly. And well, if your party plays well enough, you might even be rewarded by having less mechanics to deal with.
    If you mean buttons on your hotbar, don't we have enough ? :P

    How would you even define skill if not how I defined it there ?
    (0)
    Last edited by jdtuggey; 07-25-2024 at 06:13 AM.

  9. #38
    Player
    chip793's Avatar
    Join Date
    Jan 2022
    Posts
    84
    Character
    Weltu Lolokero
    World
    Twintania
    Main Class
    Summoner Lv 100
    Double down and go harder if anything. I want more midcore to bridge the difficulty tiers.
    (2)

  10. #39
    Player
    TDawnstar's Avatar
    Join Date
    Jul 2021
    Location
    Gridania
    Posts
    142
    Character
    Tomana Dawnstar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by jdtuggey View Post
    By player power, do you mean gear ? Like, I play this game on and off, I sub for 3 months, then I unsub for 3 more, come back for 3 months, that sort of pattern.
    Not just gear (because gear is subject to change), but things like attribute points, skill points, mastery tracks and passive points (see GW2), unlockable talent trees, etc. Anything that adds power but not necessarily being gear-based.

    Quote Originally Posted by jdtuggey View Post
    Having a system where I need to spend significant time "catching up" each time I resub would make resubbing a lot less appealing.
    That is totally understandable and fair. But in the long run, the instant catch-up is IMHO doing more harm than good for the overall health of the game.




    Quote Originally Posted by chip793 View Post
    Double down and go harder if anything. I want more midcore to bridge the difficulty tiers.
    Oh, I think that FFXIV absolutely needs more midcore content, don't get me wrong. But whether a) the normal raids should be it and b) whether they should be accessible via DF rather than PF is another question entirely.
    (0)

  11. #40
    Player
    Sida's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    954
    Character
    Sida Bajihri
    World
    Phoenix
    Main Class
    White Mage Lv 100
    Wonder if it could be possible that players who like that kind of power structures are playing games that have them, and those who don't like them but like he power build up here are playing this one and not those ones. Not all games need to be the same and not everyone needs to like every game. Asking "this game is not like the other game I like, make it more like the other game" is self centered and somewhat rude, as it suggests everyone who likes the things as they are now is wrong. No, no one is wrong, people like different things. I don't play racing games for a reason.
    (0)
    If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.

Page 4 of 7 FirstFirst ... 2 3 4 5 6 ... LastLast