Quote Originally Posted by DoctorMog View Post
With all of the requests for casual content on the forums lately, I would like to make an addition to the requests:

I would like to see some content that is complex, takes a diverse group, requires strong play skill and strong character development with mechanics that need tactic changes on the fly.

The speed run for the 50 raid is a good start, but can not really be defined as "tough". The speed run was "unknown" and please do not confuse "not knowing how to accomplish something" with "difficult to accomplish" because they are not the same. "difficulty" comes from having to properly time skills, actively manage MP, use tactics that strain the party configuration and make decisions on the fly. This is what I am looking for in new content. Most of the "difficulty" of the batraal 5th chest run is just getting through the dungeon. The fight itself is easy and does not pose a challenge in itself. Tank it in the corner, drop the circles, kill the skeletons.

So, with that said, I would like to see a boss fight that lasts 30-45 minutes, complex in the ways of what needs to be accomplished to put damage on the boss, actively changing tactics in order to do so, and dependent on good, diverse party makeup.

I know many people will say that getting the speed run accomplished is "hard" but I can say that compared to even most normal HNM in FFXI, speed run is nowhere near the same difficulty. Thats like saying getting to ROC was tough because you had to run through Garlaige Citadel...... Hardly....

So, thanks for reading. I must make a final note, and that is that I do not wish to take away from content for casual players. I hope this content can co-exist and not pull from what a casual player could accomplish. Maybe the same stats as another item, just looks different or something.

TL : DR

We need some content that is tough to accomplish, not tough to figure out.

A few things. First of all I am completely in support for more tougher content (no matter what definition of that you use).

However, I don't think any of your suggestions accomplish your goal of "Tough to accomplish, not just tough to learn". What made FFXI endgame hard (and yes it was harder than WoW) is because much of it was so unforgiving requiring long attention spans and focus.

I think that is exactly what is needed here, because I don't think Matsui slacked off designing the darkhold encounters. I find it hard to believe that either Ogre or Batraal were meant to be tanked stationary (as most including your group, and mine most of the time do them). By doing this you are completely ignoring what is one of if not the most key mechanics of that fight: the ghosts.

If you have tried a jousting tank method on either encounter I think you'd agree it is much harder to execute (which is why it is not as popular). The problem with designing encounters that force you to do them the correct way (having to account for all mechanics), is that it must be very punishing. Your ideas sound good on paper (I'd like to try them, if I didn't already know what they did, and maybe even still), but I have a feeling within a very short time workarounds for many of your well thought out mechanics would be developed by the community under the current mechanics/balance.

Ultimately I hope the base challenge of execution will be greatly helped by the implementation of the job system and finalizing battle changes. I think for it to have better than XI encounters (which I think should be its goal), it needs to require highly cooperative play (know what you do in relation to others, and not simply your own role).

I'd like to see incapacitation and the new battle regimen system when it returns be key points of focus for endgame shells as well as overcoming environmental obstacles (which I find significantly less difficult/more boring). Jousting/kiting should not be the end-all-be-all raid tactic (though it is especially sad when your joust mechanics can be simply avoided by ranged DD/soaking).