Glad it wasn't *that* hard to understand my post. Should be farely easy in fact, provided you bother to read what people write... instead of just reacting to a few buzzwords and then start foaming off the mouth, like some of our fellow forum posters love to do.I'm fairly certain the point Gwenkatsu is making is more akin of "why not try to make all 120 runs interesting" really. Because no matter how obscure you make a puzzle, once you have the solution the fun in replaying it simply tanks.
As much as I enjoyed the Meso Terminal, especially the second boss, I see what it is that people find exhausting about it.
I can understand people thinking content is too hard for them, but I don't agree that you're gated and can't progress. If you do a msq dungeon in duty finder, you will get carried no matter how bad you are at the game. If you have even 1 decent tank or healer you will clear the content.
I get not liking the fight design, everyone has their own preferences, I personally like the fight design, I don't really care for job design, but I understand why it is the way it is.
Lastly in terms of extreme difficulty, there are no extreme mechanics in any msq dungeon, maybe slightly harder casual mechs or multiple mechs at the same time, but no where close to extreme.

I see this come up so much that I feel like SE should just add a true "story mode" to instanced MSQ content that's basically "Trust, but you can't fail" and be done with it. Like everything does 5% damage, no DDs, no vulns, and if you do manage to go down, your allies just walk over and pick you back up. The game spent so many years acclimating players to functionally never failing that the slightest bit of friction seems to be a source of major distress to a lot of people. Makes me wonder why certain people play video games at all instead of just reading books.
Honestly, old dungeons were too easy. Dawntrail turning the difficulty up is a new positive imo. This is a get good situation.


I'd love it if the dungeons weren't tied to the story and the gameplay part was just done with solo instances.I see this come up so much that I feel like SE should just add a true "story mode" to instanced MSQ content that's basically "Trust, but you can't fail" and be done with it. Like everything does 5% damage, no DDs, no vulns, and if you do manage to go down, your allies just walk over and pick you back up. The game spent so many years acclimating players to functionally never failing that the slightest bit of friction seems to be a source of major distress to a lot of people. Makes me wonder why certain people play video games at all instead of just reading books.
I don't think it would hurt anyone if the Duty Supports could rez people. Maybe limited once per boss. Though that won't help people who get hit by everything, who really should be playing with players instead- the actual "no fail" mode for a dungeon is having three friends.I see this come up so much that I feel like SE should just add a true "story mode" to instanced MSQ content that's basically "Trust, but you can't fail" and be done with it. Like everything does 5% damage, no DDs, no vulns, and if you do manage to go down, your allies just walk over and pick you back up. The game spent so many years acclimating players to functionally never failing that the slightest bit of friction seems to be a source of major distress to a lot of people. Makes me wonder why certain people play video games at all instead of just reading books.




Although I agree, I have found that their efforts to make it "faster, more going on, more to keep track of" with RNG elements within specific mechanics, has made at least the CEs in Occult remain engaging to me. Because even after doing them lots of times, I'm still fighting for a clean run with no vulns and it's so easy to get 1 through the course of the fight from a tiny slip up.
I think for the most part I don't find dungeons like that. They still get really boring if you repeat them, even in Dawntrail. I literally switch to other jobs, especially DPS jobs, just to make it more fun at this point. For example, despite the changes to BLM, there is still that element of wanting to stay in leylines or do long casts and it at least adds another variable to it, or the potential to tunnel on some of the melee DPS.
But switching job is about the only way to shake things up in them now due to the lack of party interplay like MP sharing and the destruction of the holy trinity.
They should just go as far as making Duty Support the easy mode. They already spam shields on you in an unrealistic way that a lot of healers wouldn't and overheal you in ways a lot of players wouldn't care to, so they may as well go all the way and embrace it as the easy mode.
There are two (very large) types of gamers:Makes me wonder why certain people play video games at all instead of just reading books.That's why I believe all games and all content should have an "easy mode" and a "hard mode". Because there are two types of gamers and both are valid. Games exist as entertainment to pass the time; some want this entertainment to be challenging, while others just want it to pass the time but not be challenging.
- People who want a challenge. They want it to be really challenging and have lots of complicated mechanics to sink their teeth into. Impactful decisions, things that require them to strategize and problem-solve.
- People who just want to relax after a busy day doing something brainless. Something entertaining, but easy, to unwind. Think unsyncing a level 50 dungeon as level 100. That is what many people want. They want to vent their extreme player power on some enemies and 1 shot them, to unleash all that stress from work etc. It's why cheats are popular in single player games. Meanwhile, others just want to play for story reasons and don't want to be dying repeatedly. Quite frankly, I tried out Clair Obscur and almost immediately set it to the easy mode because the dodging simply sucked at higher difficulties and wasn't fun to me, and I mostly wanted to do the story.




Couldn't clear it on the first try, I assume.
2nd boss of the new dungeon also kicked my ass but I just went in with the trusts, and kept practicing it until I got the timing down. Yesterday I took a group of friends who were nervous about it and we learned some cool things: If someone finishes their mini boss first, and another person is dead, the person who finished can go inside their section to help out. When the dead person is revived, they'll still get sucked back in, so you have 2 people on that last one. Others can help from outside of the arena.
The mechanic is MORE punishing with the Trusts, especially because if you die, you restart automatically. Whereas with real players, it's a lot more forgiving.



I would say do that, but disable all drops on easy and have the DF treat it as an incomplete duty until it's cleared on normal. If people want to play it purely as a solo story game, I'd rather something like that than the "solo experience" changes they made during EW.I see this come up so much that I feel like SE should just add a true "story mode" to instanced MSQ content that's basically "Trust, but you can't fail" and be done with it. Like everything does 5% damage, no DDs, no vulns, and if you do manage to go down, your allies just walk over and pick you back up. The game spent so many years acclimating players to functionally never failing that the slightest bit of friction seems to be a source of major distress to a lot of people. Makes me wonder why certain people play video games at all instead of just reading books.
You die too much to mechanics in Dungeons?
Play tank. Problem solved. Healer adjust.
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