Honestly, Pharos Sirius wasn't that bad for me as a healer when I did it upon release. Once you knew the mechanic for the first boss and situational awareness for Siren, was simple.
Honestly, Pharos Sirius wasn't that bad for me as a healer when I did it upon release. Once you knew the mechanic for the first boss and situational awareness for Siren, was simple.
Thats how it is for like almost all the content. learn Mechanic, be aware, knock it out (Add DPS Here). Im sure it wasn't bad for many of us but it still got the nerf bat to the nuts
I think it would be great if they did. Don't make it part of the roloutte's or story mode and I don't see a problem with creating it. Make it drop some unique glamor and a crafting regent that allows chocobo barding to increase speed of the birds and you'll still see plenty of people attempting it.
They should just implement dungeon achievements like Warcraft had.
Examples: Totem boss in Neverreap, you have to have every totem that spawned become an add
Last boss of Neverreap, you have to kill the boss before he goes into a second invulnerability stage
Last boss of Fractal, you can't cleanse any bomb debuffs and you can't kill more than 3 adds
Make achievements for each boss, if you do them all you get a title/pet/bragging rights. It would be easy to implement and would make the dungeons harder if you wanted them to be.
It also seems (haven't got there yet just done normal Alex and Bis-Ex) that everything is revolving around DPS. Are there no heal checks and tank checks anymore? Where the focus is pushing all of your healing power and tanking power to survive brutal damage spikes? You know fights that punish overly investing in strength or ones where dpsing too much as a healer is a poor choice? Not saying every fight should be that way but variety is good.
The reason Steps of Faith was such a fail is because main storyline content was locked behind it, and people had no choice but to do it to advance in the storyline. Some casual players complained because it actually took some communication and effort to get past it.They tried making harder "casual content" which dungeons are, because everyone has to be able to do them, and you know how that turned out... see Steps of Faith. The performance of the general player is far too poor to allow anything challenging in that type of content because when enough bad players moan SE are sadly forced to nerf it into the ground or start losing income.
I fully agree we need harder content in general, but until the average skill level pick up we wont see that and hard content will be resigned to trials and raids.
Having optional extreme content wouldn't affect players who didn't want to engage in it. We do need harder content, and not just a new raid every patch which is easily sped through once the mechanics are figured out. So far, the content in this game is extremely easy or mind numbingly hard, with a few exceptions like Ravana Ex which take a medium amount of skill to complete.
It doesn't help that they nerf everything, either. Maybe players would have more incentive to learn the content and improve their skills if they know something isn't going to be made 10x easier in the next patch. IMO Coil was a nice difficultly and didn't need to be nerfed.
Last edited by WinterLuna; 10-11-2015 at 10:03 AM. Reason: Typo
Eh. FFXI kind of went in the opposite extreme, being considered notoriously non-beginner friendly. They don't want to go in that direction as it won't appeal to the current MMO audience, though I do agree they could offer some tougher dungeons for those who want them.I think one of the thing ffxi did really well, is have lots of different content at different skill levels. So you did the stuff you wanted and worked your way up to the harder stuff like salvage and einherjar. Instead of multiple modes of same content. If only FFXIV devs could figure out how to do something like that.
I would like to see them add harder 4 man dungeons coil difficulty level and coil reward level. It would make smaller groups of friends able to play content together and still have challenge.
So long the dungeon (extrem) is like dungeon (hard) not the same but different version of dungeon (normal)
Oh yeah I get why, but God forbid people have to actually try right? Hell it didn't even need that much communication. Especially once the first players had cleared it and the information was easily available. Tbh players who don't want to interact and communicate with others should go play a difference genre.
I wholeheartedly agree with this, with no incentive the cycle will just repeat, it's kind of sad that they still need us good players to go back and carry people through even after the nerfs too.It doesn't help that they nerf everything, either. Maybe players would have more incentive to learn the content and improve their skills if they know something isn't going to be made 10x easier in the next patch. IMO Coil was a nice difficultly and didn't need to be nerfed.
The constant nerfing of content is only going to slowly kill the game off imo as there's just no challenge anymore.
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