It's not subjective in this case though. Objectively, the mechanic tells you a very, very, very long time in advance what it's doing. The only way OP could think it's fast is if they did not notice the environmental clue that was there for an extremely long time and allows pre-positioning in advance.
I don't know what it is, but I think it's a combination of things. Many of their developers worked on FF11, so I think part of it is they just water down every single idea into the most boring implementation of it "because casual players". I think another part of it is they want to respect the "uniqueness" of this game, proven by the fact that they implemented FF15 and FF16 mechanics in this game during crossovers but then never used them again. Another part of it seems to be technical competence where a clearly simple tasks is extremely complex from their perspective, even when anyone with coding knowledge knows it's not that difficult regardless of code complexity. Finally, I think their organizational structure does not grant their programmers the authority to freely improve the game in response to feedback and they can only do what Yoshi-P specifically asks, and he only asks them to work on the next patch.
It's best to, because even long-time players that are good at lots of content and jobs often play unfamiliar jobs to shake things up, or they have a bad day or a bad pull. And despite that they may have cleared Ultimates, people will judge them for a single mistake because they decided to play a more challenging job. So it's not just you that people are going to form opinions like that about, it's really everyone because everyone can have a bad day or a bad pull. That said, you should also report anyone that says something rude.
With friends like that, who needs enemies? But really, that isn't the sort of logic that I'm using. Mine is moreso that:I had someone whom I thought was a friend say this to me once
- Every game should have an easy mode and a hard mode.
- Regardless, being that it's an MMORPG, someone can just help you.
- You can switch to a tank to eat vulns.
- You can outgear it and clear it in the future.
- But it's also an option to try and find ways to read the mechanics enough to survive.
Congrats. It's honestly not the easiest Extreme trial. Once you're used to it, it can feel easy, but it takes a lot of time to get used to it. I was farming it for quite a long time before I was completely flawless at every single mechanic (and I think this was the case with everyone I met farming it in PF). They were clearing with lots and lots of mistakes, and only scraped through because they were all good players that could recover from pretty catastrophic mistakes.I quite recently cleared 'Recollection Extreme'
An example is you can clear while still getting vulns from some of the RBs and the sword cleaves. Can just take some time to not get caught out by those. However callouts can help with this for sure - I started calling out swaps and jumping to remind people where to gather for certain RBs, in case some of my parties were forgetful or distracted by other mechs.
As I said, it's not the trial I'd most recommend to a player looking to get comfortable with their first high-end duty. I'd actually have suggested Valigarmanda, Zoraal Ja, Byakko (when it was an unreal). So congrats.
It's really going to depend on the person. I think the normal thing to do in a video game when you die is to try again. How many times people will try varies, but I think most people would agree that if the design intent is to die more than 3 times then it's probably going to annoy a player just trying to get through the story.
I don't think people have necessarily, universally said that dungeons should be harder, but rather that there should be options such as an "easy mode" with NPCs, a "hard mode" version of the dungeon with increased HP/damage output or a setting to disable telegraphs to make it a little harder for the players that disable it.
To be honest, I never saw anyone say that what they meant by hard was "faster". This is just SE's interpretation of it. I can see why it is, since it is an obvious thing that comes to mind, but I don't think that's what people actually wanted. I think they actually wanted it to have more randomness to keep it fresh, and historically and from other games I know that the holy trinity and players influencing eachother helps keep it a different experience each time. That said, I am rising to the challenge of this speed game for the time being and I'm finding that muscle memory over time solves it eventually.



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