Do we really need hard modes of already exisiting content for everything? It's just lazy game design. Just give us some real new content.
Do we really need hard modes of already exisiting content for everything? It's just lazy game design. Just give us some real new content.
Actually the reason CT1 was delayed from release to 2.1 was precisely because the original version they created was far too difficult for PUGs and would require too much co-ordination from a full 24-man alliance. A 'savage' version of CT1 was most certainly created and discarded much like savage coil.You first have to understand why savage mode coil exists. They didn't make any changes, savage mode was already there ready for use, it was just discarded in favor of the current second coil, a savage CT or ST would require actual planning and developing, with so much upcoming content I doubt they will spend resources on that.
OP it sounds interesting, but it also sounds like hell.
But do you know for a fact they kept the old version?Actually the reason CT1 was delayed from release to 2.1 was precisely because the original version they created was far too difficult for PUGs and would require too much co-ordination from a full 24-man alliance. A 'savage' version of CT1 was most certainly created and discarded much like savage coil.
Spirit-bonders in savage mode CT? That would piss people off more than it does in Syrcus Tower now.
the only thing they changed (at least for CT1) was instead of just at atomos you had to stand on pads you had to do it the whole time.Actually the reason CT1 was delayed from release to 2.1 was precisely because the original version they created was far too difficult for PUGs and would require too much co-ordination from a full 24-man alliance. A 'savage' version of CT1 was most certainly created and discarded much like savage coil.
Crystal and Syrcus Tower are casual content. They aren't designed to be difficult, so it would take a lot of work to make Savage mode. Not worth it.
BCOB was already designed to be tough, so it's not that hard to throw balance out the window and just crank up enemy stats.
Think about it from the opposite perspective. FFXIV intended Echo to make BCOB and EX primals easier ... but Echo is mostly a failure because mechanics are too tough.
So, it's hard to make easy dungeons tough, and it's hard to make tough dungeons easy. It's much easier to make an easy dungeon a bit easier, or a tough dungeon a bit harder.
Maybe, if they scale it down to just an 8 man raid. I understand that 24 man raid will be implemented and there's a better chance of possibly getting 24 good players together, but at the same time, the chances of that are very low. Its hard enough just to find 24 people in general. So maybe if the savage difficulty is only for 8 man groups, why not?
Enough recycling. Allocate development time to something entirely new please.
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