Sorry, but this is an entirely self inflicted wound.
In what gear? With what level of experience with the game (not character level). Seriously, EX mode primals are not ridiculously easy for player who don't utterly outgear them. Sure, it's fine for a group who outgear these fights by however many ilvls to ignore some of the mechanics and burn them down. Just the same as the HM versions are a joke because if you get a party of folks who outgear it, all they do is burn the primal and completely ignore the mechanics. Maybe you've forgotten what it's like to play without the easy button that is your stupidly overgeared character?
You don't learn to play after leveling, you learn to play while leveling. If you power level your way to the top, and then try to learn your skills, you're putting the cart before the horse.
Last edited by Kosmos992k; 08-12-2015 at 01:44 AM.

When you're leveling you understand how your skills work, but there's nothing to push you to the limits. Dungeons are pretty much faceroll (I only level in dungeons).
I really, really disagree with you, however I think the problem is that once a substantial proportion of the playerbase in these dungeons is at or beyond end-game, the inherent difficulty and mechanics of the party are fundamentally altered by the overgeared players. Tanks can't learn how to tank properly if everyone and their son can rip aggro off them - for example. When The game first arrived the idea of level sync was awesome to me because it seemed to offer a way of maintaining the relevance and difficulty of the leveling dungeons. Now we know that it's not as successful as it could be in syncing high level, well geared players, which results in unbalanced runs that get things done, but teach new players very little.
I wish level sync was more effective because too many people think the content is easy, when in fact they are still effectively overgearing it compared to the first time they ran it. Try running Haukke, Brayflox and Cutters Cry in gear that is around the level of the dungeon and see how easy it is then.


For terms of complexity. The game is more or less the most basic and simple AAA mmo on the market.
Gear has no unique stats, Jobs have no unique builds, progression is pure linear (the game goes in a strait line more or less progression wise). No real supporting roles for jobs (Br/mch is not a support class). no resistance and weaknesses. Game is ultra simple from start to end.
As for easy. Well that explains everything except the most current endgame raid.
So by that default the game is extremely on the ultra easy spectrum. Although complex vs easy is not really a good argument. THe game could be piss easy and ultra complex, Example ffxi outside 2 bosses the game was easy mechanics wise but everything else pre-abysea was ultra complex with a jobs having multiple party roles, builds, and gear sets. Hard vs Easy would be a better comparison.



Even that one is ho hum at best imo. Practically no new mechanics that make you react differently. Resin bomb now stays, slows and deal massive damage..big deal, you're already dodging it on normal. I mean, sure I'm 'stuck' in SA1 but honestly, as the OT, all I'm doing is full dps on faust, full dps on opressor, dodge stuff, take it away when split, tank buster, and the repeat from dodge stuff until we wipe because the healers arent used to healing in a raid.
Sure the healers are having a tough time learning the fight but I'm not. I'm just repeating the motion and I think the dps are too and I don't think it's very fair, hence why I think it's a crappy raid. Someone in my static mentioned that sastasha normal last boss is less straight forward than this and...I kinda think he's right. Someone else in another static mentioned that SA2 is pretyty much the same with different spawn patterns, which is also a bummer. It just doesn't feel as engaging as scob/bcob or even fcob. Not to mention any story incentive is gone, the incentive of wanting to see my character wearing hard to get gear is half gone too since...I'm already wearing the same thing, just lower ilvl (who cares).
Ya I couldn't agree more, I feel like they did everything possible to make people NOT want to raid. Which is why I picked up crafting instead of raiding in 3.0
Why grind out all these practice sessions to beat bosses I already beat on faceroll mode.

IMO they should just stop with the story mode Alexander. Because :
1. When you do the savage mode there's no real surprise effect, a lot of players just don't care about doing it.
2. The level of difficulty of savage mode is actually too low (mechanics wise) and closer to what FCoB was and nowhere near what SCoB savage was. For this reason it doesn't deserve to be called 'savage'.
3. The story mode grind is real and mind numbing, drop system is really bad (you can do a floor 8 times if you're unlucky which probably leads you to call it a week because you don't wanna hear about alexander after that),it's better than before though.
4. The story mode is purely faceroll and shouldn't exist for this sole reason (it's not even close to the WoD difficulty).
5. Despite being higher ilvl than story mode's ones, the gears look identical.
Last edited by Melch; 08-11-2015 at 03:15 PM.
You realize that if they did this all the people wanting to experience the story and that barely have any use in story mode are going to be queuing for savage and ex right?IMO they should just stop with the story mode Alexander. Because :
1. When you do the savage mode there's no real surprise effect, a lot of players just don't care about doing it.
2. The level of difficulty of savage mode is actually too low (mechanics wise) and closer to what FCoB was and nowhere near what SCoB savage was. For this reason it doesn't deserve to be called 'savage'.
3. The story mode grind is real and mind numbing, drop system is really bad (you can do a floor 8 times if you're unlucky which probably leads you to call it a week because you don't wanna hear about alexander after that),it's better than before though.
4. The story mode is purely faceroll and shouldn't exist for this sole reason (it's not even close to the WoD difficulty).

Why would it be a problem? PF should be the best way to learn and clear outside of the world first racing groups.
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