I'm not sure what the right fix would be, but I agree that fights that just get run over by players is not fun. Please look into a fix.
I'm not sure what the right fix would be, but I agree that fights that just get run over by players is not fun. Please look into a fix.
i hate it when people try to force difficulty on things not meant to be so dang difficult it makes your fingers bleed and require 100% of your attention because thats not ok for the general audience here.
STORYMODE is for casuals who wont adapt to skill levels or pay attention to things 100% of the time but yes there needs to be more elements of surprise and things need to be tuned to the level of the player not by how skilled they are or how quickly they can adapt thats a sure fire way to piss off your entire playerbase and make them quit cold turkey in favor of something they can digest easier
While yeah MSQ fights should not be incredibly difficult the fights should push back against players a little more than they do now -- they need to be a challenge. Stories need conflict, and power creep, and improper scaling are removing that conflict, and thus detract from the narrative experience.i hate it when people try to force difficulty on things not meant to be so dang difficult it makes your fingers bleed and require 100% of your attention because thats not ok for the general audience here.
STORYMODE is for casuals who wont adapt to skill levels or pay attention to things 100% of the time but yes there needs to be more elements of surprise and things need to be tuned to the level of the player not by how skilled they are or how quickly they can adapt thats a sure fire way to piss off your entire playerbase and make them quit cold turkey in favor of something they can digest easier
I don't see why fun and difficult have to be one and the same else you just have a game that plays itself. Even in my example the problem I laid out was twofold:
1. Fight length.
2. Nonexistant mechanics.
Point 1 is becoming an issue each expansion that redoes how damage works (direct hit, potency changes). Point 2 in my example refers to ifrits nail. Why are people so afraid of wiping even being an OPTION? This wipe like 8 years ago only occurred because we had a dps who wanted to act like a healer and thus caused failed dps checks. This is solved by dps doing the one thing they're meant to: do damage to the proper target (in this case the nail). Then you proceed to get hellfired and finish the rest of the boss.
Difficulty isn't the right complaint. There are more underlying issues.
That's a pretty low bar then with failure only being an option if you aren't even playing with humans.
A game expects you to get progressively better at its mechanics as you go through. It’s why the end is harder than the beginningi hate it when people try to force difficulty on things not meant to be so dang difficult it makes your fingers bleed and require 100% of your attention because thats not ok for the general audience here.
STORYMODE is for casuals who wont adapt to skill levels or pay attention to things 100% of the time but yes there needs to be more elements of surprise and things need to be tuned to the level of the player not by how skilled they are or how quickly they can adapt thats a sure fire way to piss off your entire playerbase and make them quit cold turkey in favor of something they can digest easier
For some reason 14 is exempt from this. 14’s endgame is easier than ARR
If you aren’t allowed to make mistakes and wipe you will never get better
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
The people who think this is strictly about raising difficulty are missing the point
There are tons of leveling dungeons that can and will kick your ass; they are subject to different syncing rules from X0 dungeons and trials for literally no reason. All we want is for the other duties to match their level of damage output/input for a consistent level of difficulty
Last edited by Router; 12-22-2024 at 01:46 PM.
Exactly this. The leveling dungeons are synced to within 3 item levels of the level it's intended for, whereas other dungeons are synced to within 40 item levels (or more for pre-Stormblood dungeons which had little or not item level sync, resulting in Antitower that a DPS could surely tank).
All that is being asked here is sync all the dungeons and trials like they did with leveling dungeons/trials and Endsinger.
The reason they don't is because they think gear progression is important in endgame content. But pre-Dawntrail content has no gear progression for many sprouts, because their veteran friends advise them to buy tomestone gear and crush the content. I'd rather they experience the content at it's most fun, than at its most boring.
That's the main point here. Making it FUN for the new player. If you do the 8th alex raid, Burden of the Sun, and you skip the chaotic bit at the end, there is a wildly different sprout reaction than if they see it. It's the difference between whether it's one of their favorite fights so far or not.
A well-designed game expects you to use a growing kit and handle more mechanics. The failure of 14 is partly that it expects players to get faster, despite the fact that APM and reaction time are not things that one can appreciably improve. In fact they tend to decline with age.A game expects you to get progressively better at its mechanics as you go through. It’s why the end is harder than the beginning
For some reason 14 is exempt from this. 14’s endgame is easier than ARR
If you aren’t allowed to make mistakes and wipe you will never get better
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