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  1. #10
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by RiyahArp View Post
    My point was that people already do the mechanics in dungeon fine. Making them more punishing for mistakes wouldn't matter, unless you made the actual mechanics a lot more difficult. And if you did, you'd just suck the fun out of the game, for what? We already clear casual content fine already. People don't do raids because they don't like the way hard content in this game plays; trying to push that mode of content down the chain isn't going to magically make them like it or decide to try raiding.
    People don't do the mechanics in dungeons just fine. How many times do you see people running away with a stack marker? They just don't learn because the mechanics don't punish them enough for failing. The minute anything is added that is remotely challenging (take Hashmal from Rabanastre), a thread is made asking to nerf the fight because failing the mechanics actually does more than gives you a vulnerability stack. Like his fire dash gives you a DoT that will kill you if you fail it, unless you’re a tank and have tank health/defense privileges. Very simple mechanic, very obvious mechanic on how to avoid failing it, yet people were asking for it to be nerfed about a week after the content was released.

    Adding on to this: take Weeping City. Probably the best example of a challenging 24-man in this game at release. And the 24-mans got easier after it. Dun Scaith was good; I loved it. But it didn’t have that same difficulty curve as Weeping City did. And Rabanastre, the first two bosses are fun, but after that, the last two are a snooze fest unless people ignore the Shades during the last one and 3 or more explode so that everyone gets turned into a chicken. And even that won’t really wipe you the same way as screwing up Ozma’s meteors or Forgal’s puddle mechanics or spinning Calofesteri around would.

    Yojimbo in Kugane Castle, if you ignore the gold, his attack does 16,000 damage. People had more health than that in Heavensward, so it won’t come anywhere close to killing you now. So it doesn’t really teach players anything other than “I can ignore this and be fine”, which then filters over into other content if they decide to poke around in Extreme or Savage—you can’t ignore mechanics in those fights (usually). Then they come to the forum or go to reddit or wherever and start crying that content is “too hard” and needs to be “nerfed”.

    And making a better difficulty curve isn't about trying to get people to raid. It's about not making 99% of the content in this game mind-numbing boring/easy and giving it at least some form of challenge. I don't think dungeons should be so easy I could do them while making myself a sandwich, sorry.
    (6)
    Last edited by HyoMinPark; 12-08-2017 at 04:37 AM.
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