There are not incentives set in place to have hard dgns/ ilvl locked dgns anyways.
If it came along a daily or weekly bonus, complete with having its own section separate from regular dgns, people would put up with it.
There are not incentives set in place to have hard dgns/ ilvl locked dgns anyways.
If it came along a daily or weekly bonus, complete with having its own section separate from regular dgns, people would put up with it.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
I tend to agree somewhat with the OP - it's due to the longevity of the game, but things have just become rather complicated and convaluted. You really don't need 30+ buttons for any class/job. (yes, they trimmed it a little, but didn't go far enough), you don't need crafts that take forever (with even more convaluted RNG rotations than DOW), given only 10% are raiders, you don't need that much content for them alone. They need to realise the real bread and butter players - the ones that just want to log in, amuse themselves for a few hours without being overly frustrated. They need to remember it's a game, meant for entertainment. That part is getting more and more lost sadly.
But endgame content isn't for raiders alone, that's the thing. Once gear gets high enough, be it by natural power creep within the same expansion or a new expansion outright, that content eventually becomes more accessible with still the same carrot dangling off the stick - fancy mounts, orchestrion rolls, crafting materials. I'm in a super mega casual linkshell for my friends and I can guarantee you they never would've set foot inside Ravana ex before SB.
So given that that content becomes "free for all" eventually, that leaves us with, what, Ultimate? Savage? That's really not that much content compared to everything else we have.
And what 'entertainment' means is very subjective. Ask the hardcore raiders and they'll (hopefully) tell you that's what entertains them. Meanwhile you have the hardcore crafters.
I would prefer them to redo the combat system and make it closer to FF11. Combat that requies team work. Skill chains and Magic bursts is what made that game incredibly fun for having such a simple combat system.I tend to agree somewhat with the OP - it's due to the longevity of the game, but things have just become rather complicated and convaluted. You really don't need 30+ buttons for any class/job. (yes, they trimmed it a little, but didn't go far enough), you don't need crafts that take forever (with even more convaluted RNG rotations than DOW), given only 10% are raiders, you don't need that much content for them alone. They need to realise the real bread and butter players - the ones that just want to log in, amuse themselves for a few hours without being overly frustrated. They need to remember it's a game, meant for entertainment. That part is getting more and more lost sadly.
If you want a hard and challenging game I suggest Dark Souls.
That's not hard, that's tedious. Also, if you have to create difficulty for yourself by playing content in a way it wasn't meant to be played, the game is too easy. Endgame content should not be the only rewarding content.Eureka solo 1-20, at 20 go solo lvl 25 mobs without the elemental wheel on defense..there's something challenging for you and it's also pretty hardcore. No getting help, no healing jobs, tank jobs, pure dps with pots for healing, absolutely no getting raised if you die.
This game has never been "hard", from what I hear EQ was hard, a lot of old Korea/Chinese MMOs are pretty hard from what I hear as well.
Tedious can be hard, and hard can be tedious, they're not exclusive.
A lot of people find stuff in this game challenging outside of Eureka solo, my point wasn't that someone should try that unless looking for an extreme hardcore challenge, something akin to the ironman events that people do, no there's no reward for doing so other than knowing you did something challenging/tedious solo.
Just because some people find something too easy doesn't mean that others find it as easy, some people are just better at adapting to the situation than others, not everyone is a quick thinker. I will agree that the content has gotten easier over the years but that's because our stats rise, our hp/mp get higher, we have more skills to work with CC isn't a thing as much anymore, etc. Hence why Classic WoW came back, you had to use your abilities to the fullest in order to survive, on the other hand the raids weren't much beyond simple mechanics. It's like Dark Souls, it gets far easier once you remember where most things are, how to avoid them and get stuff early. The hard part is the first run through.
Endgame should be the most rewarding, not the only though, you're correct on that.
Stats have little to do with the lackluster difficulty we have seen. Things simply aren't tuned to remotely our level. Current Expert dungeons are i310, which was the entry level when Stormblood released. Unless you just got to 4.2 now, you'll out gear both dungeons long before they even release. The devs outright said The Vault was "too hard" yet it's among the few dungeons which actually required some thought and healing awareness. Dark Souls, for comparison sake, has a proper difficult curve hence why it feels better as you level. FFXIV feels easy, and just continues to become easier.Just because some people find something too easy doesn't mean that others find it as easy, some people are just better at adapting to the situation than others, not everyone is a quick thinker. I will agree that the content has gotten easier over the years but that's because our stats rise, our hp/mp get higher, we have more skills to work with CC isn't a thing as much anymore, etc. Hence why Classic WoW came back, you had to use your abilities to the fullest in order to survive, on the other hand the raids weren't much beyond simple mechanics. It's like Dark Souls, it gets far easier once you remember where most things are, how to avoid them and get stuff early. The hard part is the first run through.
I'm not going to argue stats with you, go back and play any RPG from the Nintendo era to now and you will find that the higher the stats you have the easier things get, despite mobs getting harder and higher stats themselves.
I'm not disagreeing that the game isn't easy, because it's gotten a lot easier imo since ARR, when you actually had to use CC, pick up packs carefully or avoid pats. But not everyone have been around to experience all of these things. As I said take any game, the whole concept of something getting easier is repetition, for example i'm horrible at writing, but if I wanted to do so, I could take classes on writing and get better but I have no desire. Same thing applies to the game or any game, if you get used to the mechanics and see them enough you won't find it hard anymore. I will agree that Vault was one of the highlights of healing in HW but only because it was tight and people really had to be on their toes.
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