You seem pleasant. I hope I never run into you in-game or get stuck in a roulette with you.Given that the playerbase cried because In the cold and the Wuk Lamat fight was too difficult, there is a reason casual content is braindead.
I would love to have more difficult casual content, but a vast majority of the playerbase still can't even play their job at level 100. Tanks not mitigating, healers still spamming cure 1 and dps who can't even press their basic combo 1-2-3.
Lets be real, there is unreal and extreme trials but that would require some effort on their part. Most people in this thread want more braindead casual content, not difficulty.
"The worst foe lies within the self."


Last edited by MisterNublet; 10-02-2024 at 03:09 AM.



Thank you for all the feedback! There are many cool ideas that people mentioned here. Maybe it can be useful for SE. : 3
♥♥♥



I mean, let's not pretend he is wrong. Yoshida himself even said ppl were complaining about difficulty when DT launched and they have repeatedly nerfed casual content if it was even slightly challanging and there is barely anything that requires your full attention. There is a reason they put a "very easy" option in msq content and fights like the solo duty in S9 require absolutely no input from the player who can just sit on the sidelines, go afk and let it play out.
Outside of disabled players, the inability to use 3 buttons, or heaven's forbid 5, is squarely on the shoulders of ppl who just don't want to even try but loudly exclaim that they should be the primary focus.




and lets not forget the people who scream "GATING" if things require anything reasonable... like knowing how to do your job past level 80....I mean, let's not pretend he is wrong. Yoshida himself even said ppl were complaining about difficulty when DT launched and they have repeatedly nerfed casual content if it was even slightly challanging and there is barely anything that requires your full attention. There is a reason they put a "very easy" option in msq content and fights like the solo duty in S9 require absolutely no input from the player who can just sit on the sidelines, go afk and let it play out.
Outside of disabled players, the inability to use 3 buttons, or heaven's forbid 5, is squarely on the shoulders of ppl who just don't want to even try but loudly exclaim that they should be the primary focus.
#FFXIVHEALERSTRIKE
I still remember when Steps of Faith was current content and people were lamenting that they could not just hit boss and dodge mechanics, instead having to actually understand the gimmicks of the encounter. The only adjustment Square should have done should have been an easier way to restart the instance if everyone knew they had failed...
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.




I find this FAR more interesting than " just hit boss and dodge mechanics". There's only so many AOEs, puddles, lasers, etc that a game can throw at me before I'll just say "screw it" and walk away. it's not enjoyable after a certain point. However, throw me into a beautifully designed dungeon, with an encounter that takes some knowledge of the boss and my skills- that is far more interesting.I still remember when Steps of Faith was current content and people were lamenting that they could not just hit boss and dodge mechanics, instead having to actually understand the gimmicks of the encounter. The only adjustment Square should have done should have been an easier way to restart the instance if everyone knew they had failed...
As a simple example- it could be phases where attacking the boss with certain skills will kill me due to reflect that type of damage (like magic), or specific debuffs that require a healer to remove or the party gets wiped. It could get more complex in higher difficulty encounters. The point is that it's more interesting that just playing the "Simon says" or "dodge the bullet" type of encounters.
Funny how you mentioned that. I haven't done any hardcore raiding in ages. Last time was during WotLK. So many of the fights had these kind of mechanics and they were so fun, albeit a bit frustrating sometimes, I'd love to have encounters like that in this game.I find this FAR more interesting than " just hit boss and dodge mechanics". There's only so many AOEs, puddles, lasers, etc that a game can throw at me before I'll just say "screw it" and walk away. it's not enjoyable after a certain point. However, throw me into a beautifully designed dungeon, with an encounter that takes some knowledge of the boss and my skills- that is far more interesting.
As a simple example- it could be phases where attacking the boss with certain skills will kill me due to reflect that type of damage (like magic), or specific debuffs that require a healer to remove or the party gets wiped. It could get more complex in higher difficulty encounters. The point is that it's more interesting that just playing the "Simon says" or "dodge the bullet" type of encounters.



Truth is, there is no topic of conversation currently that will go over well.I just don't know where the comfortable middle-ground lies to make sure casuals remain welcomed while hardcore is kept enticed, especially when everyone's idea of "engaging" might differ from someone else. You can ask 10 different people here what they want and get 11 different answers.
Make healer role more complex (rewarding gameplay) etc, and you lose alot of casuals in PF.
Make story encounters challenging, casuals struggle.
Make content catering to casual base, casuals want more, hardcore base complains
Make savage or ultimate encounters, casual complains..
The only metric that generally matters, is engagement numbers. That is the rule of law of MMOs regardless of what anyone wants. They can sprinkle content here and there for everyone and thats about it.
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