but people arent leaving cos of the msq or dungeons "are hard"
theyre leaving cos either the msq was eh, the grind is currently eh, Chaotic and Forked having too many fail points and farming them is kinda eh, Cosmic got qols too late, occult could be better etc
But it’s totally valid that certain things have been more or less difficult over time even when the content is essential to progressI can't take your post seriously if you're actually comparing ARR/HW dungeon mechanics with the current twitchy DRR with visual saturation we have today. That both may trip people in different ways is one thing, but what we're seeing here is the result of people being alienated by the current model at work.
If the point is that the mechanics are visually overwhelming then that’s a valid; but different argument. But the point being made is the content is too hard. But it’s no better or worse than old dungeons during their particular expansion
Once again people need to learn the difference between “hardcore” and “just slightly a fraction above the floor” because the second boss of the meso terminal wasn’t designed for hardcore players, it was designed for the type of casual player who aetherfont put to sleep.I don't think Endwalker suffered anywhere near the dip that Dawntrail has in player count though, and now we have the opposite problem that Dawntrail is too hard across all fronts, offering an endless buffet to hardcore players while casuals get literally nothing (not even the MSQ or normal content is safe anymore).
If this was Yoshi-P's idea to "course correct" from Endwalker being allegedly "sooo easy" the consequences have been far worse for keeping players around.
DT has a multitude of problems and EW’s story was far better received. You can’t pin all good in EW’s playerbase to its combat design and all bad in DT to DT’s combat design
I’ll also point out nobody liked forked, just because it’s “hard” doesn’t mean it’s catering to hardcore players
Last edited by Supersnow845; 08-11-2025 at 06:12 AM.
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
My friend told me about this and i instantly thought it was a titan man post. Glad I got a good chuckle while eating dinner
These threads are honestly making me wonder about people and just how genuine they're being, and then grateful that SE doesn't really listen all that much.
Anyway, add an easy mode to story stuff with trusts only and leave the rest as is. There, you can get through the story and the rest of us can play the game.
What a fever dream of a post. Like I love the idea of playing this game for 12 years and not being able to recognize the same mechanics they've been using for every dungeon, but this must be a troll-bait post.
What are you talking about?? What mechanic was so extreme?? Did you forget about OG Steps of Faith? Or did you also quit there and waited for them to nerf it? Did you never run HM dungeons? Was that Mamol Ja at the end of Wanderer's Palace HM such a traumatic experience??
Don't get me wrong: The team is spread thin across 6 (or however many games) and then Yoshida's like "Uh... not enough man power" and I get how dumb that is, and I have called it multiple times in this forum, but players expecting a LEVEL 100 dungeon to be as easy as Cutter's Cry is just baffling to me.
This is the kind of player the team has cultivated. People who want and expect everything beaten to a pulp that practically already fully digested. You have genuinely no idea how hard Dark Souls is if you think these MSQ dungeons are even close to what those games are.
If you can't be bothered, call for help in a town and have people carry you while you are dead on the floor, because it's genuinely that easy.
Last edited by DiaDeem; 08-11-2025 at 08:28 AM.
I feel the same regarding the difficulty spike. The difficulty of the latest 4 man dungeons are too high and need to be toned down. I'm perfectly fine with new and interesting mechanics but the pacing is way too fast and if you make a wrong move you're dead with very little chance to recover and actually figure out what you did wrong. Even just 15-20 seconds more between the mechanics would help a lot. And 3-5 seconds more before telegraphs nuke would go along way. And Vulnerability stacks should not be a thing in casual content either. Get rid of them. Hell even the 8 man normal raids are more forgiving than the 4 mans of late.
I'm not a hardcore player. Just average, if I want to delve into that kinda of stuff ill do it in the allocated time and spaces. Not a story dungeon.
15-20 seconds between mechanics?? What even is this...I feel the same regarding the difficulty spike. The difficulty of the latest 4 man dungeons are too high and need to be toned down. I'm perfectly fine with new and interesting mechanics but the pacing is way too fast and if you make a wrong move you're dead with very little chance to recover and actually figure out what you did wrong. Even just 15-20 seconds more between the mechanics would help a lot. And 3-5 seconds more before telegraphs nuke would go along way. And Vulnerability stacks should not be a thing in casual content either. Get rid of them. Hell even the 8 man normal raids are more forgiving than the 4 mans of late.
I'm not a hardcore player. Just average, if I want to delve into that kinda of stuff ill do it in the allocated time and spaces. Not a story dungeon.
I demonstrated with a picture that you can survive getting hit at least once, and actually multiple times as a tank.
Unless you're doing it with Duty Support, you can figure it out by observing the other players. And with Duty Support you can mostly follow the NPCs (and if you're meant to spread it'll be obvious how they're lining up).actually figure out what you did wrong.
They expect you to read cast names. In order to help people do this, 7.3 changed cast bars so that they also appear under the boss. This means there is no reason to not see casts such as "Left Swipe" which, obviously, means left side is unsafe.
The other thing they expect is for you to read environmental clues such as laser guns appearing in the environment that will soon fire in the pointed direction which even happens in a level 50 dungeon; this becomes rather clear over the course of the earlier dungeons you do in the game, so should be pretty well known by Dawntrail.
They still want casual players that don't raid to be able to have fun. If the non-raid content actually is something they sleepwalk through as if it's unsynced, it makes the game boring for them.Vulnerability stacks should not be a thing in casual content either.
There often is nearly that long, actually, it's just that people are not used to looking for environmental clues or at cast names, so they get hit suddenly and think that the split second orange telegraph was the only indication, when the warning was 10 seconds before. Maybe it's just an adjustment phase where players are getting used to this concept.Even just 15-20 seconds more between the mechanics would help a lot. And 3-5 seconds more before telegraphs nuke would go along way.
Last edited by Jeeqbit; 08-11-2025 at 10:37 AM.
just did the new four man thingy... it was easy, boring, not engaging at all.
Died once on the 4 clone not noticing a debuff on time then missclicked... Then cleared.
This is really getting out of hand how SE litterally throw the subs money.
This doesn't look like neither a polished or a high value experience.
This really feels cheap, low effort, kinda insulting to be paying for such a bad product.
I really feel sorry for everybody that have to endure this, this is embarassing... I ashamed of myself financing this...
Last edited by Qyoon; 08-11-2025 at 10:54 AM.
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