How did you solely stay alive out of a party of 8 if it was strictly healing issues and not ppl doing mechs incorrectly?Interesting. Seeing as I was in four different parties last night that wiped in M3 four times each and eventually disbanded because the healers never could keep anyone above 50% health. Then timed and wasted LB3 every single time. And I stayed alive. Let's not come for the DPS when it seems healers are struggling to...I don't know. Heal?
To me, if you can queue for it and have little to no communication outside of text chat, there is a difficulty ceiling. Regardless of how much you want to flex about how hard of a thing you can do, it's about the whole.
Also, it's the chill factor. Some people want low pressure raiding, and that's what this is. You take that away if you jack up the difficulty.
I'm just saying. It's the duty finder with random players. Use your brain.
I think back to Stormblood and people abandoning Orbonne. Hell, people still leave it when I get it in roulettes. And it's much easier now. It's a snoozefest, but people still remember how hard it was before. Shoot, I still take the 30-minute penalty if I got Weeping City.
Last edited by Ardeth; 07-27-2024 at 07:50 AM.
"You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."
Those threads recently have become really hilarious. People got used to auto-win while spamming 1 or 2 buttons these days. No challenge to overcome, no reason to practice or to improve to get better and immediately give up whenever you stumble or let alone fall down...
Final Fantasy games aren't really considered hardcore by game standards but what they always did well is to test the player at certain intervals if they are ready to push on through their journey and see if they improved throughout the times. This game already just feels like an afk-arena and if you ask for bit more engaging difficulty outside baby mode, you get backlashed to go play darksouls difficulty - it's either easy modo or very hard lunatic mode but all most ppl ask is for a "normal difficulty"
I'm starting to feel like the XIV developers need to make clear distinctions about the difficulty of content, along with retooling it to meet said expectations. Everyone goes into content with their own expectations, and if they aren't met, they get mad. Instead the content has to be made with a clearly defined difficulty and if someone isn't up to that level, then they need to be told by the development teams that the content either isn't for them, or to git gud. They do this for Ultimates and to a lesser degree, Savage. I wish they'd do it for other difficulties as well so like other games, we'd have a clear path to raiding. Instead we go from babymode dungeons, trials, raids, and ARs, to actually difficult Extreme and Savage with no intermediate difficulty, which the 8m raids realistically should fill.Those threads recently have become really hilarious. People got used to auto-win while spamming 1 or 2 buttons these days. No challenge to overcome, no reason to practice or to improve to get better and immediately give up whenever you stumble or let alone fall down...
Final Fantasy games aren't really considered hardcore by game standards but what they always did well is to test the player at certain intervals if they are ready to push on through their journey and see if they improved throughout the times. This game already just feels like an afk-arena and if you ask for bit more engaging difficulty outside baby mode, you get backlashed to go play darksouls difficulty - it's either easy modo or very hard lunatic mode but all most ppl ask is for a "normal difficulty"
And this is coming from someone who doesn't savage raid. I don't have the time or patience to find a raid group and progress for hours a week in my anime catgirl game. Most I'll bother with are Extremes, and usually that's a couple weeks after they come out so I can just watch a video and muddle my way through with a PF.
Having enrage timers in DF content is pointless. If you are in a party that is hitting those timers, you're just gonna disband and then the people looking to be carried and not contribute will just queue again and get carried by someone else. Enrage timers in content that you queue for with randoms is pointless. Enrage timers are only pertinent in PF where you can pick and choose members.
Extreme fights are the intermediate difficulty. They have an very generous enrage and simple mechanics. I cannot remember the last time an extreme fight was difficult. (shinryu?)I'm starting to feel like the XIV developers need to make clear distinctions about the difficulty of content, along with retooling it to meet said expectations. Everyone goes into content with their own expectations, and if they aren't met, they get mad. Instead the content has to be made with a clearly defined difficulty and if someone isn't up to that level, then they need to be told by the development teams that the content either isn't for them, or to git gud. They do this for Ultimates and to a lesser degree, Savage. I wish they'd do it for other difficulties as well so like other games, we'd have a clear path to raiding. Instead we go from babymode dungeons, trials, raids, and ARs, to actually difficult Extreme and Savage with no intermediate difficulty, which the 8m raids realistically should fill.
And this is coming from someone who doesn't savage raid. I don't have the time or patience to find a raid group and progress for hours a week in my anime catgirl game. Most I'll bother with are Extremes, and usually that's a couple weeks after they come out so I can just watch a video and muddle my way through with a PF.
Savage can argue is also intermediate-ish. It's midcore content for sure, especially the first 2 floors and often the 3rd isn't a stretch.
Eh. The difficulty is fine this time arround, no enrage needed.
The heart phase and chaotic bees for M2 will wipe people.
For M3 the boss really puts a strain on the healer once you enter phase 2. Not to mention that healers will die if only 6 are in the stack.
M4 and M1 are mid. Once you know their gimmicks it's fairly straightforward.
Golbez with a pug... /cry
Last edited by GrizzlyTank; 07-27-2024 at 09:25 PM.
I think DPS players should mostly get punished for not staying alive instead of judging their ability to push buttons correctly, since optimization/uptime is more of a EX/Savage thing.
DPS checks are rarely reached on NM content and would only create frustration after an already much too long fight.
I'd rather we get mechanics that can't be solved with too few players where everyone simply goes boom, like towers.
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