

There is literally zero content in the game with a DPS check tight enough that there is no room for mistakes. Not even ultimate on patch.
Almost everything can be cleared with deaths (resulting in long damage downs), never mind small rotational errors.
A prime number is defined by only being divisible by two numbers, itself and 1, 1 is only divisible by 1, the fact 1 is also itself doesn't matter, it is divisible by a single number rather than two, it sounds confusing, but mathematical concepts focus a lot on absolute definitions, not technicalities.
The lowest prime number is 2, which is also the only even prime.
The moment were you start calling people alt right you push them into a politicized box that already prelabeld for your mental hate image. It do´s not proof the agrument of the person wrong though. And I constantly see shit like that heck my own Goverment do´s shit like this everyone who do´s not share the world view... just lable them a Nazi then any point they mention is suddenly wortles right?!
If you are unable to bring an actual argument to a topic outside of insults then excuse me but your opinion is worthless and has not furthered this conversation.
The only thing there is to say to people like this is Arguing with a fool only proofs there are two. Better yourself or people will keep looking down on you.
Problem for me the first time around was that my country do´s not use the term Prime Numbers... so when I saw it the first time I was like... wait? what was that again? I knew the concept but I had to eat a failed stack till I figured out what it meant.A prime number is defined by only being divisible by two numbers, itself and 1, 1 is only divisible by 1, the fact 1 is also itself doesn't matter, it is divisible by a single number rather than two, it sounds confusing, but mathematical concepts focus a lot on absolute definitions, not technicalities.
The lowest prime number is 2, which is also the only even prime.
Player




110% was meant on a rotational perspective and job understanding, because what has been discussed since the very OP has been job design and engagement. What you are speaking about is encounter design which is indeed becoming more and more about do the dance 100% or die. Currently anybody can clear anything casual with barely 5% executed on the job side because that's not what matters in casual content, what matters is the DDR. In Savage+ it's also the DDR, but also job mastery due to dps checks, mitigation checks mostly, which require players to at least be remotely competent at lining up a job rotation.That requires that the game allows for less than 110% for success though, and there's a wide amount of content that will not let you pass with anything less than scripted perfection.
And we can't just fallback on Normal content being the answer to that because there's people who constantly express how much they wish Normal content was equally demanding and regularly throw around the term "brain dead" to describe it otherwise, even going so far as to praise Dawntrail precisely because it upped the difficulty on Normal dungeons/trails/raids so they "wouldn't fall asleep".
While content difficulty is another beast from job difficulty, they're eternally entwined because it's been the upping of content difficulty that resulted in jobs being brought down. Low-skill players didn't demand the recent BLM changes, the newest Savage ballets did.
What Dawntrail has upped is not job difficulty, but encounter difficulty, and anybody pressing a couple of buttons can still clear that because again, it's the DDR difficulty that has specifically increased into body checks and binary check arena mechanics at the individual level. It hasn't increased anything in relation to the actual battle system.
It's a problem that gets in the way of job design unless we want a crazy high skill requirement because both the battle system (jobs) and the encounters will have a higher difficulty.
To be clear, I am NOT asking for jobs and battle system to be required mastery at 110% in any content. I am asking for high accessibility that should be far enough from that actual 110% skill ceiling. I want casual to be about what worked better in the past: a slider of engagement and options allowing for all skill levels without having different player types friction as much as they do today.
This is why there is scraps of paper all along the way before the boss. I do agree it's a failure in design though because nobody will stop to read them else they'll miss the train.
But ultimately it doesn't change much to the general design of the game: you'll eat shit when first seeing mechanics, and learn by eating shit and potentially dying. Experience can help identifying the most common patterns but that's about it. It's literally about learning a dance or a music partition. You must stumble before going forth.
Last edited by Valence; 05-11-2025 at 08:12 PM.
I think years ago the devs stood on the crossroad were they had to decide were to take the game.
Fokus on the individualety of classes and design encounters around them.
Or make encounters more bussy and flashy to apear harder.
One is easy and cheap and the other time consuming and hard and in the opinions of many... They took the wrong road.
They see themself how disatesfied many are eith the job design or they would not have promised an entire rework in 8.0 but as I keep saying, anything 8.0 can da still has to fit into the DDR heavy encounter design which is at fault that jobs was dumbed down to begin with. So I do not belive the devs one bit.



You don't even have to speculate about it because Nakagawa outright said it in an interview in EW about the changes that codified the 2 minute meta. The justification was just that it made designing savage/ultimate fights easier, and it isn't hard to see the same reasoning in subsequent job changes either.I think years ago the devs stood on the crossroad were they had to decide were to take the game.
Fokus on the individualety of classes and design encounters around them.
Or make encounters more bussy and flashy to apear harder.
One is easy and cheap and the other time consuming and hard and in the opinions of many... They took the wrong road.
They see themself how disatesfied many are eith the job design or they would not have promised an entire rework in 8.0 but as I keep saying, anything 8.0 can da still has to fit into the DDR heavy encounter design which is at fault that jobs was dumbed down to begin with. So I do not belive the devs one bit.
I don't get where this all-or-nothing nonsense comes from, there is a reason why games have different content, different levels and different jobs/classes instead of us all just being something like final fantasy "onion knight", witha game with MULTIPLE THINGS, you can easily have dumb dumb stuff and smart smart stuff, along with easy simpleness and complex suffering agony hard hard stuff, something for everyone they 100% can just add another job or two in next expansion that feeds that need for those of us who need it, while keeping the others the same for the people wanting the dumb dumb simple easy nonsense.I think years ago the devs stood on the crossroad were they had to decide were to take the game.
Fokus on the individualety of classes and design encounters around them.
Or make encounters more bussy and flashy to apear harder.
One is easy and cheap and the other time consuming and hard and in the opinions of many... They took the wrong road.
They see themself how disatesfied many are eith the job design or they would not have promised an entire rework in 8.0 but as I keep saying, anything 8.0 can da still has to fit into the DDR heavy encounter design which is at fault that jobs was dumbed down to begin with. So I do not belive the devs one bit.
Do they not have the balls to look at people and say, if you don't like how this 1 thing plays out of 99 other things then just don't play it it's that simple, tell them if they don't want that one difficult complex job not to play it.
The thing is if you don't like Road A or road b you can always drive down the middle and say screw both sides and go a different path.
If I go into a restaurant, its not all on "steak, or lobster" Since the place has many different things if I don't like path A. steak or path B. lobster I can choice C. a pasta lol or d e f g etc, If everything is going to fall under "steak" in this example then there is 0 reasons for them to have or sell the other 10+ options the same logic applies the games jobs, if they are all going to be like this then they might as well remove every job from the game and make us all Onion knights lol
Last edited by Bubblesong; 05-11-2025 at 09:45 PM.




Adding to it:You don't even have to speculate about it because Nakagawa outright said it in an interview in EW about the changes that codified the 2 minute meta. The justification was just that it made designing savage/ultimate fights easier, and it isn't hard to see the same reasoning in subsequent job changes either.
Yoshida himself said dungeon formula wasn't going to change because it made it possible to churn more of them for minimal cost (even though they dramatically reduced the amount of dungeons to start with).
I also do recall them saying they were perfectly happy with their current battle system model and weren't ready to move to something else for now. I think this statement was made during Endwalker, but I don't remember when.
This is why I think they're targeting another audience (of which they may be part of) than what their older teams used to design for before Stormblood. They've never been interested with the RPG side of the MMO, only the guitar hero gameplay. It's easy to do, it's formulaic, and so far it works because it finds its audience, in spite of older players.



It's frustrating how many interviews from 2021 to 2024 amount to "We're gonna rest on our laurels, now pay up".Adding to it:
Yoshida himself said dungeon formula wasn't going to change because it made it possible to churn more of them for minimal cost (even though they dramatically reduced the amount of dungeons to start with).
I also do recall them saying they were perfectly happy with their current battle system model and weren't ready to move to something else for now. I think this statement was made during Endwalker, but I don't remember when.
This is why I think they're targeting another audience (of which they may be part of) than what their older teams used to design for before Stormblood. They've never been interested with the RPG side of the MMO, only the guitar hero gameplay. It's easy to do, it's formulaic, and so far it works because it finds its audience, in spite of older players.
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