The only way this could be true is if you got lucky. See, SE used to test certain job roles more than others depending on the fight. Some fights were super challenging for the tank, but easy for the DPS. Others were super easy for the tank, but rough for the DPS and healers. And then some had a lot of reliance on the healer. Of course, SE started to move away from that over time, and made us all do the same mechanics in a lot of fights, tanks have lots of self-heals, etc.
So, if you experienced an extreme trial where your job role was the "easy" role in that fight, I could see you potentially making that argument. Bismarck as a DPS for example, where if you just dodge and stay spread you're probably good. Innocence as a tank where, quite frankly, as long as you can tankswap you can mostly just eat vulns (however, other roles often had deaths despite the ease of the fight).
But that's the point, isn't it? The "easy" extreme trials we are referencing you would generally clear them pretty quick, but with some vulns and deaths - exactly like can happen in dungeons.
Even if they are like miniature Extreme fights, maybe it's because Extreme is not usually this super hard and scary thing people think it is - take the latest Unreal, an old Extreme from Stormblood, which you can go from fresh prog to clear in 1 pull, despite vulns, damage downs and mistakes. A common story for a lot (not all) of the Unreals we've had actually.
I assume you mean the part where the arena leaves small pockets of safespots due to there being puddles all around the arena. It's still nothing like P5S because it's personal responsibility, whereas 1 person getting it wrong could doom the party in P5S. It's therefore safe to just find a safe spot without coordinating ahead of time NW/SE for example. Also, if you understand snapshotting at all, there's a moment to spread after the puddles disappear so you don't overlap an AoE with someone that chose the same safe spot.Hell, the final boss has mechanics straight from P5S. Literal carbon copies of savage mechanics.
They also scaled the fight in a way that tanks can solo it, a good healer can hold it together, I think I even ate a tank buster on a DPS by using mit, addle and a healer shield, something that wouldn't happen in Savage. Generally I've not normally seen any issue in the fight even if people occasionally died to it.
Maybe it's just that they are afraid of deaths and vuln stacks and have a pressing need for a perfect, flawless run? Even I die or get a vuln stack occasionally, especially on a DPS job. I just get a rez or the rest of the party finish the fight and it's no big deal.are now being pushed out of content they used to be able to do.
If I had to compare healer difficulty now to the past, I'd have to say that healers used to be harder. And they were still easy if you got over the anxiety of someone potentially dying on your watch. In fact, I dare say I don't need to heal much at all, if at all, when healing Expert. Why don't we use some "past" examples of tough fights for a healer?this shift in difficulty has massively raised the difficulty of CDPS and healers a lot more than it has the other 3 roles
The Vault's final fight, where you had to dodge waves of marching soldiers, break a tether by running away, all while healing not only the raid wides, but the fact most other people got hit by mechanics. It was easy to get hit yourself during that, or not focus on splitting the tether due to healing. The Burn, which has you triangulating the safe spot, not to mention be rough in the raid-wide AoE department and often catching people with devastating ice vulns. First fight in The Dead Ends because of healer needing to be around when someone gets hit and needs Esuna.
These still usually happen even if there isn't an actual cast bar. Once you've done the fight and know to expect it, you can just imagine the cast bar.interesting mechanics while still allowing something as basic as 3 second cast bars in the game.
I often get hit by it. Despite having a high ping, I found the solution to the mechanic is rather to just not be in their path. Act like where they are facing is a line AoE. That tends to work for me so if I get hit it's just due to the sheer number of them or them spawning at an unfortunate location/direction, or honestly just not wanting to put in that amount of effort to constantly dodge them and greeding instead.But the best example is boss 1 of Scareborough Deadwalk. Anyone who had a doll root them from over half the arena away understands why lag matters
But I feel like you're using the one and only problematic mechanic in DT to make a point about the entire expansion's direction, because I can't think of any other examples like that.
I agree that a lot of people will quit but not necessarily just due to the difficulty, but rather due to how unpolished the game feels in certain areas. I feel like SE is committed to quality but this ultimately only gets reflected in the visual aspects of the game, such as the environment or the music, because anything involving programming seems to be riddled with problems - such as not having an FC finder in the game itself, arbitrary limits that are insufficient, snapshotting, bloated menus, etc.When even a ping of 70 feels like crap, a lot of people will quietly quit because the game feels bad or unfair without knowing why.
I feel like if people would quit because of Dawntrail dungeons then they'd probably quit over The Vault, Bardam's Mettle, Doma Castle, Ala Mhigo, The Burn, Ghimlyt Dark, Holminster Switch, Malikah's Well, Mt. Gulg, Amaurot, Grand Cosmos, Anamnesis, Heroes' Gauntlet, all of which have bosses that I see give trouble to or kill first time sprouts regularly. The Vault is kinda a joke at this point due to DPS changes but I could see it having put people off in the past.
While true, many people want to play the job they like the aesthetic of, so I think job difficulty sliders would solve that.You can find a job that everyone of all skill levels enjoyed in stormblood.
True and I don't necessarily need the dungeons to be fast-paced or anything. But we did have people coming to the forums for years saying "dungeons are too easy", so I guess this is the response. It's why players need to articulate what they actually want better. If they want dungeons to be less repetitive, they should say that, rather than saying "they are too easy".The worst dungeon can be made interesting by having a job you enjoy playing and optimizing in it.



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