
i personally take faster mech's like in DT over anything we got in EW dungeons, esp because with how boring jobs are, fight complexity is the only thing to really keep people engangedThey didn't really say that it was difficult in and of itself, just that relative to other expansions it had more difficulty tied to it, which if you look at it relative to Stormblood they definitely aren't wrong, Stormblood dungeons were just as much, if not a greater snoozefest than anything EW pushed out. Shadowbringers as well, really..
ARR is a case where the overwhelming majority of the dungeons you could completely fall asleep in and not worry about anything, it just happened to be the case that ARR had some outliers, but they were far and few between.
They really aren't wrong if you actually think about what they actually wrote.
No the player base is declining because the story fell short which amplified other cracks that were already there, such as:
-content being too formulaic
-lack of QOL features
-long waits between patch cycles
-job homogenization
-inadequate reward structures
-gearing in general
This alarmist trend of "things are too hard now" is a fallacy only applicable to a small minority of players. It is not a real, high profile problem like the others. If it was real, the player base would have dropped off a cliff a long time ago.


I think you misquoted me Altina lmao.Occult crescent MANY casual players beat. It's about as hard as an ex, maybe a bit easier. The only requirement is to join the discord and sign up.
We've already been without a savage for 5 months which is typical and without a new ulti for 9 months. Not sure what you are talking about.
And all of this, is of course besides the point that nobody is asking for story dungeons to be savage. So go ahead, keep up with the strawman.




I'd like some examples because this statement is fundamentally baffling to read?
In order to keep things interesting, let's double down on fight complexity even if that's precisely what's killing off job identity, depth and complexity in the process?
Last edited by Valence; 08-15-2025 at 07:23 PM.
Secretly had a crush on Mao

I hope i dont fuck this up with quoting i'm new here but yes do you expect people who think the current msq dungeon is too hard too do a semi complex dps rotation? and i'm just beeing realistic, we/re so deep in the current fight design that overhauling it all would be too much efford to warrant for a 12 year old game with netcode from the 1990's




Having played the game in HW especially (but SB also works to an extent), I can confidently say that yes, it wouldn't matter if their rotation isn't perfect, unlike eating binary DDR checks in the face. Let's not forget that what we have today comes from a conscious choice on their end to overhaul what we used to have in the first place.I hope i dont fuck this up with quoting i'm new here but yes do you expect people who think the current msq dungeon is too hard too do a semi complex dps rotation? and i'm just beeing realistic, we/re so deep in the current fight design that overhauling it all would be too much efford to warrant for a 12 year old game with netcode from the 1990's
Secretly had a crush on Mao

well i'd love a more complex job/class system in the game but it sjust not realistic anymore, with how everything past SHB got designed every fight since eden turn 1 adhers so much to the 2 min meta that every "overhaul" would completly mess it up i thinkHaving played the game in HW especially (but SB also works to an extent), I can confidently say that yes, it wouldn't matter if their rotation isn't perfect, unlike eating binary DDR checks in the face. Let's not forget that what we have today comes from a conscious choice on their end to overhaul what we used to have in the first place.




People could equally have said back then "I'd love a more difficult, twitchy action focused encounter design in the game but it's not realistic else we'd have to change and simplify everything in the battle system".
Secretly had a crush on Mao


I agree that all of these are problems, but ... I think the base is "declining" because the experienced an overblown population of players for a variety of circumstances (Blizzard scandal, pandemic years, really good Endwalker marketing) that made the game overhyped, and now that people tapped out of content to do, content they expect every expansion to have.No the player base is declining because the story fell short which amplified other cracks that were already there, such as:
-content being too formulaic
-lack of QOL features
-long waits between patch cycles
-job homogenization
-inadequate reward structures
-gearing in general
This alarmist trend of "things are too hard now" is a fallacy only applicable to a small minority of players. It is not a real, high profile problem like the others. If it was real, the player base would have dropped off a cliff a long time ago.
I say this because, Stormblood had massive backlash over it's story and it's main character, and it was fine. We had 2 expansions worth of job homogenization, and it was fine. QoL features have been being added and the inadequate reward structure and gearing is not a complaint i hear outside the forums and reddit.
Funny enough, whatever you feel insults your "intelligence" is not our problem either. Feel insulted all you want, for whatever you want. Why would I care?
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