Unfortunately, player skill can never be addressed until the devs design a proper difficulty curve. I firmly believe a large contributing factor is how incredibly easy the overwhelming majority of content is, which encourages poor habits. If players can stand in AoEs or ignore mechanics throughout supposed Expert dungeons or normal mode raids, what incentive do they have not to?
Before anyone jumps to silly extreme examples, no dungeons shouldn't be Savage level nor should Savage itself return to Gordias. Doing so simply swings the scale too far in the opposite direction. A proper curve can be seen with Weeping City, which actively punished poor play without being overly difficult. On the flipside, Kugane Castle is among the worst dungeons ever designed. Why? Players aren't punished in the slightest for blatantly ignoring mechanics. Yojimbo coin phase does a maximum of 15k—not even 50% of people's HP in i290 gear. If it didn't take forever and a day to cast, people have no reason to even flinch. Once these bad habits are instilled, they become harder to break hence the frustration whenever something like say, Shinryu comes along. Suddenly, everything people have been doing doesn't work.


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