Actually it was more of a ploy that you'd not be able to bring up any data at all, only a perception that you'd more likely to run into casuals than elite or hardcore players (especially if you take those people to assume they do not like running with/into bad players and simply play with their friends and maintain a perceived scarcity). I was also pointing out that people that are actually incapable of playing the game will infinitely find themselves struggling in the game to do anything. Like my friend, who is deaf, was actively excluded from raid groups because of his disability. "You can't hear call outs" was the reasoning. Our group took him in and he's been one of the best players our community has had (no longer raids with us and managed to find a raid group willing to work with him and better fit his schedule). The rest are lazy; perfectly capable, but wanting easier passes. I also said the "bad" elite is the misused term that was widely spread, a thing that happens quite often, but sure, if you want to say I think people are inferior to me, go ahead. You'd be completely wrong, though, but I won't try and change your mind. You sound decided on it.
I can't really comment on Dark Souls other than it has a lot of cheap tricks to use that a lot of people tend to fall for. The first and last time I watched someone play it, I told them things like, "there's a cliff-face with a corner; you're gonna get ambushed and pushed off" or "dark building, can't see in it at all, narrow path leading to it; that's a trap" and watched him run into these things and die. They really play on people's lack of awareness for the most part. The boss battles look great, mostly (aside from a couple of less than favorable circumstances), but that's just my opinion. Or my age is showing because these things have been seen in various games before.
Extreme, savage and super savage (not yet in game) are stepping stones in difficulty. Open world mobs, story dungeons, trials, trial-primal/ hard-primal, normal raid, 24 man raid, extreme primal, savage raid. That's the difficulty I'd rank them for various reasons, but mostly boiling down to how well you can sustain DPS/healing/tanking while performing mechanics and keeping awareness of your surroundings. I'd actually rank the last 24 man, Dun Scaith, above any of the extreme primals in terms of difficulty because of the awareness needed for the final fight especially, but because you have 24 people, you've given quite a lot of room for messing up, making the difficulty almost pointless. Anyway, what I'm saying is there is already compensation to progress based on what you can accomplish. If you cannot do Omega normal, you have the weekly cap that you can grind out from hunts and trials. It's not like you're completely impeded from progression, like you would be in other MMOs. Well, I guess in most MMOs, you can simply throw the currency at the market board since most armor is buyable.
With the gap in battle classes having been closed, though, it should mean more people can clear these things as a difficulty hurdle was drastically reduced.
I think you misunderstand. I don't belittle people for any short comings they might have. I usually work with them, but I can also see futility and frustration as highly destructive things and I won't expect someone to suffer. That doesn't mean I want to see any difficulty or reason to advance completely deminished or removed from a team- style game like this. It's for that reason there shouldn't be extra modes for dungeons. Last I checked, the only reason normal raids were even placed in was because people were upset they got locked out from the story that happened in Coil. You know, the conclusion to the cinematic played at the title screen.
Nothing, you say? So, Sophia normal doesn't teach you that you will slide toward the heaviest side? That you go to the side of less tethers/ odd number of tethers is a soft tilt? Of course, yes, in normal mode, you only get soft tilts and can simply sit at the middle of the stage, even if you get hit by invulnerability stacks from Sophia or her head. The adds in normal don't teach you that one confuses, one puts down ice and the other parries (and I think that might still knockback)? That you take more damage being close to the weights players drop? That her giant circle AoE has a safe spot in her hitbox, even though there's no indicator in EX, as goes with thunder II being a front cleave? That's the point of these story dungeons- to make them as brain- numbingly easy as they can do people are not gated. Unfortunately, there's no reason to try when you will almost always succeed. However, my point still stands. The normal version does teach the basics of the fight for those that care to pay attention. Extreme takes the same mechanics and gives them a slight twist while adding new ones and making everything more punishing overall.
I honestly don't remember soar in zurvan normal. I think I've only ever done zurvan normal once. I wouldn't say it was how different that threw people off, it's always been how to judge the two "hard" areas that are safe (usually NW and SE) and people getting thrown off that you judge it by relation to the tank, not the map. I was never part of the skip soar or disband/kick crowd, but people struggling with the mechanic, I found, quickly mastered it when you explained it to them like that (and if they still struggled, I told 'em to follow me and notice the placement- :P played healer so I could stack on their placement).
Which brings us to the next topic: no bonus. Many people in these "farm" parties often struggled with this mechanic. Many were never taught it; they were either carried with high enough DPS parties to not hit it, or those parties hit it and could not explain it and would disband. You can't teach what you, yourself, don't comprehend, but if you say anything, you'd look foolish, if not a hypocrite. So people just disband and avoid the situation altogether. I've seen a couple try and buff through an explanation; it was funny to me, but when you try to softly correct them I found the situation just gets worse, no matter how polite you try to be. For some reason, pride over group cooperation and success means more on the NA servers (I can't speak for EU nor will I try).
However, people will always have the ability to say what they have time for. If they have no time to teach people a new fight, it's well within their right to exclude others. Even without the no bonus message, this would be the case, as it was well before then in other games.
It's a bit disheartening to hear you can clear the fights without understanding the mechanics, but at least it might mean you have a grasp on them even if you don't realize it. Hopefully. Maybe? *Sweatdrops.* The savage versions of 1 and 2 in Omega are so similar it's almost boring, but still stands by what I said. These were things for story and not to be gated upon. While it's more difficult than most dungeons run for the main story or leveling, it was never intended to be hard enough to completely gate people. The fact that people are asking for an even easier version is mind boggling to me. If people that do not even know the mechanics can clear it, then why are people asking for an even easier version?
I also can't help but wonder why can't people create a new party finder to learn fights, or ask friends to teach them, if experienced strangers don't wish to invest their time in someone else. I'd would dare say that while there is a difficulty in the game in between jumps, it's ultimately the players causing the split between players; those that don't wish to invest their time in someone unwilling to learn and those that do not wish to invest their time in learning what is already being asked.



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