This!I think it's fine for people to want to play a game without being good at it. A lot of people genuinely play video games to pass the time; not necessarily to be good at them. While others play for a hardcore, sweaty challenge with mechanics that they can make spreadsheets and diagrams to solve.
This is an issue affecting some of my favorite single player games as well. They're moderately challenging, then casuals come and say that spending a day completing the game is too long and that it's so hard they need arrows to point where to go.
That's why I believe every game should have an easy mode and a hard mode, so it would probably be a start if they just embrace Duty Support as the easy mode and design it so that they carry people through the dungeon and "rescue" them out of mechanics.
Then they can make it so that without Duty Support, the dungeons are way more interesting.
And it would have absolutely NO impact on those who prefer their content to be more challenging.
But, that breaks how a job is meant to be played. Taking the RDM example, you would just spam your unenchanted melee attacks, completely ignoring any magic, which doesn't sound fun at all. Even for BLM, which would get hit less by this, would just spend most of the time spamming Blizzard 4 with Xenoglossy/Thunder/Paradox in the mix, only swapping to fire to refresh Thunderhead.Another way they could create skill expression is to give each boss an elemental strength and weakness. This would mean a Black Mage, for example, could spam ice attacks against dragons to deal more damage. They would still be able to kill them with their normal rotation, but "optimization" players would be able to figure out unique rotations for each boss that capitalize on the boss' weakness. They could even add physical attack weakness to certain bosses, which might make the melee combo on Red Mage worth spamming. And that would open up the ability for them to make new mechanics around this concept.
The game, as it is right now, cannot satisfy the whole weaknesses/strengths things as it would just break jobs and make them even more unengaging.
How I cap my main and all my alts. Be afraid to admit how many alts I have so I won't go there. Expert isn't worth the time or effort and the rewards don't compare in the least. For me I don't enjoy the new aoe spam meta so I clear and don't go back.Not at all. I just picked up 400 of my weekly tomes doing 2 Hunt Trains this morning. Add in my weekly 2 Alliance Raids and Raid Series, and I'll be capped without ever touching a dungeon. Expert Roulette is simply one possible way of getting your tomes, and it isn't even the most efficient one. You do Expert Roulette by your own choice.
Dungeon difficulty is fine. The problem is dungeons by design are the same formula with different set dressing. The 7.3 MSQ was good in that it has the lab sequence with some different things to do than normal. Dungeons desperately need that too. I get that it's probably for dev convenience to save time, but dungeons are something everyone has to do to access all other content. It should have some variance.
Branching paths, different trash frequency, different things to do between bosses other than trash. What if there was a dungeon that when you clear the first boss you go backwards to a door that unlocked? It's not a huge thing but it's something different.
The thing is, though, that the game already does have an easy mode. Its called Dungeons/Trials. Those ARE the easy mode. They are pretty close to being the easiest things the game has to offer. I dont believe for a second that the ppl complaining are actually putting in effort. They are just used to being carried through everything so when something comes up where that isnt the case they throw a fit. Honestly the game is partially to blame for allowing that to happen for so long.I think it's fine for people to want to play a game without being good at it. A lot of people genuinely play video games to pass the time; not necessarily to be good at them. While others play for a hardcore, sweaty challenge with mechanics that they can make spreadsheets and diagrams to solve.
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That's why I believe every game should have an easy mode and a hard mode, so it would probably be a start if they just embrace Duty Support as the easy mode and design it so that they carry people through the dungeon and "rescue" them out of mechanics.
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If you have made it all the way to level 100 and u still cant dodge simple aoes that youve seen hundreds of times then idk what to tell you.... the game isnt for you.
Im not saying u need to be good, im saying u should be willing to put in the effort. Noone that actually tries gets stuck on a dungeon and Ill never be convinced otherwise. Adding an even easier mode actually takes up resources that are better spent literally anywhere else
They sort of did that in Matoya's Relict but they just had you teleport back, and back in ARR with Haukke Manor which they added a portal to because everyone just used /return.
I think it's less of an issue with players because they can guide a new player like they did in Haukke Manor for years, but with Duty Support a new player could become lost in a situation like Haukke Manor.
Not necessarily. They just need to implement modifiers they already have, like the Echo and auto res. It seems that the majority of people that want easy mode use Duty Support, so it should have the res buff you get in the last EW solo duty, and maybe applying an Echo stack each raise.
Then do some i don't know varaint dungeons, island sanctuary, side quests, new game+?
A happy family between a viera, a goddess and a child
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