Considering it is a Main Story Trial, it would have been changed one way or another. People would like to blaze through the MSQ once the expansion hits and they make new characters,
with SoF being the final stepping stone which they don't want to trip over.
So... because its main story, and effectively the "final boss" before the expansion, its not supposed to be difficult? I can't quite grasp the logic here. Maybe I'm the only one, but I love struggling against bosses because the moment you actually beat them, it makes the accomplishment that much more rewarding.
For existing ones, maybe. But I am not so cheery when it comes on making a new character and I need go through ALL of the pre-expansion MSQ content again in order to reach the new stuff.So... because its main story, and effectively the "final boss" before the expansion, its not supposed to be difficult? I can't quite grasp the logic here. Maybe I'm the only one, but I love struggling against bosses because the moment you actually beat them, it makes the accomplishment that much more rewarding.
If SE is throwing me a bone along the way with balance changes, then I gladly will accept them.
That "reward" after wiping multiple times and taking up to 20 minutes each time was actually inferior to the now face-roll Sycrus Tower run. Something needed to be done to stop end-game players from refusing to even attempt the Duty.So... because its main story, and effectively the "final boss" before the expansion, its not supposed to be difficult? I can't quite grasp the logic here. Maybe I'm the only one, but I love struggling against bosses because the moment you actually beat them, it makes the accomplishment that much more rewarding.
Although this nerf doesn't fix the core issue. Wipes will still happen and it will take about minutes to attempt another run.
Hey! Quit using logic and and stop trying to understand the repercussions of having old content cockblock people years from now when Heavensward is old news!
PS: You're 100% correct.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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