How is it "gatekeepy" to point out you have to do a fight properly to win?People are really being gatekeepey over unreal out of all things. The content that rewards no gear or anything meaningful besides some mounts and minions.
The DPS check for Suzaku is definitely too much. We had 3 deaths yesterday and still saw enrage with pots. Not everyone is a perfect player who does ultimates or savages, Unreal is good content between normal content, extreme and savage, so why gatekeep that? Literally it's a good tool to get people into endgame - "Do better, Die less, do more dmg" stop being condescending.
When people point out valid issues with Unreal content, dismissing them with comments like "just get good" isn’t constructive. The DPS check for suzaku is clearly overtuned, no matter how you look at it. While I agree that content shouldn’t be a total faceroll, it also shouldn’t feel like extreme difficulty. The mechanics for Suzaku are straightforward, but that doesn’t help when the average group can’t afford more than three deaths before hitting enrage.
I’ve played every Unreal since Leviathan, and I’ve never had to use pots before. It’s a given that players need to handle the mechanics—that’s not what I’m talking about. What’s frustrating are the unhelpful comments like #usefood, #dobetter, and #dieless. They add nothing to the conversation. And sure, some people say “it’s endgame, it should be hard,” but for those who want challenging content, we already have Extreme, Savage, and Ultimate levels.
As someone who does Savage and Extreme content, I personally don’t have issues with Unreal. But I can see how casual players are struggling with it—and that’s a problem. Casual players already have limited content available to them, and now some people (not you specifically) are being elitist and gatekeeping over Unreal. It's just pathetic.
Be kind, always! ^-^
Sorry to tell you but Unreal is EXTREME Content, and its fine to have a tighter dps check maybe people start then to understand that they can go forever without increasing the own performance.When people point out valid issues with Unreal content, dismissing them with comments like "just get good" isn’t constructive. The DPS check for suzaku is clearly overtuned, no matter how you look at it. While I agree that content shouldn’t be a total faceroll, it also shouldn’t feel like extreme difficulty. The mechanics for Suzaku are straightforward, but that doesn’t help when the average group can’t afford more than three deaths before hitting enrage.
I’ve played every Unreal since Leviathan, and I’ve never had to use pots before. It’s a given that players need to handle the mechanics—that’s not what I’m talking about. What’s frustrating are the unhelpful comments like #usefood, #dobetter, and #dieless. They add nothing to the conversation. And sure, some people say “it’s endgame, it should be hard,” but for those who want challenging content, we already have Extreme, Savage, and Ultimate levels.
As someone who does Savage and Extreme content, I personally don’t have issues with Unreal. But I can see how casual players are struggling with it—and that’s a problem. Casual players already have limited content available to them, and now some people (not you specifically) are being elitist and gatekeeping over Unreal. It's just pathetic.
I think part of the issue is there's a disconnect between what you want this content to be and what it actually is. Unreals are extreme content, they're literally extreme trials scaled up to max level. The previous unreals were pushovers because of the era they originated from, not because they were intentionally nerfed to make it casual content. I can empathize with people being lulled into a false sense of security by the previous fights being so easy but that's going to be less and less the case as unreals progress through each expansion, so people should approach them as they would any other extreme.When people point out valid issues with Unreal content, dismissing them with comments like "just get good" isn’t constructive. The DPS check for suzaku is clearly overtuned, no matter how you look at it. While I agree that content shouldn’t be a total faceroll, it also shouldn’t feel like extreme difficulty. The mechanics for Suzaku are straightforward, but that doesn’t help when the average group can’t afford more than three deaths before hitting enrage.
I’ve played every Unreal since Leviathan, and I’ve never had to use pots before. It’s a given that players need to handle the mechanics—that’s not what I’m talking about. What’s frustrating are the unhelpful comments like #usefood, #dobetter, and #dieless. They add nothing to the conversation. And sure, some people say “it’s endgame, it should be hard,” but for those who want challenging content, we already have Extreme, Savage, and Ultimate levels.
I do agree that "lol git gud" isn't helpful though. Fortunately there are a lot of helpful resources out there that people can look into if they're curious about getting into extremes or trying to figure out where they could improve to get that last little bit for the clear.![]()
Last edited by CidHeiral; 04-23-2025 at 03:14 PM.
Again, most Extremes aren't tuned this tightly. The mechanics in Suzaku are NOT hard (though the forced march orbs while the floor explodes can be annoying, but it's not hard). It's just an unusually tight DPS check. None of the Endwalker or Dawntrail EX fights I've seen have margins this tight. Most of the Savage fights I've seen don't, either, unless we're talking week 1 when everyone is barely geared.I think part of the issue is there's a disconnect between what you want this content to be and what it actually is. Unreals are extreme content, they're literally extreme trials scaled up to max level. The previous unreals were pushovers because of the era they originated from, not because they were intentionally nerfed to make it casual content. I can empathize with people being lulled into a false sense of security by the previous fights being so easy but that's going to be less and less the case as unreals progress through each expansion, so people should approach them as they would any other extreme.
I do agree that "lol git gud" isn't helpful though. Fortunately there are a lot of helpful resources out there that people can look into if they're curious about getting into extremes or trying to figure out where they could improve to get that last little bit for the clear.
Says who, exactly? Edit: Also, love the goalpost moving. I wasn't aware Unreal was trying to replicate SAVAGE. We seriously need more content that's a step-up from Normal mode but not quite Savage difficulty. Something to ease people new to high-end duties into it.
Last edited by PercibelTheren; 04-23-2025 at 05:26 PM.
You will survive if you are not able to do one unreal fight .it is not end of the worldAgain, most Extremes aren't tuned this tightly. The mechanics in Suzaku are NOT hard (though the forced march orbs while the floor explodes can be annoying, but it's not hard). It's just an unusually tight DPS check. None of the Endwalker or Dawntrail EX fights I've seen have margins this tight. Most of the Savage fights I've seen don't, either, unless we're talking week 1 when everyone is barely geared.
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