Quote Originally Posted by Musashidon View Post
you won't get people to play in the first place if the game is too hard or set at a difficulty higher than most players.
That's why you you should have have a curve...noone has ever suggested sastasha the first group content players do should be ultimate coil levels of difficult. That would be insane..

But at the same time when it's literally impossible to fail to clear kugane castle at level 70 even at i290 yojimbo cannot kill you even if you let daigero pick up everything. That kind of illustrates the sheer lack of a difficulty curve. Dungeons should gradually increase in difficulty as you progress. But in so many of the recent ones you can just ignore mechanics entirely. Got 8 stacks in scaella? No problem at all? Could have 80 and survive... if the boss took that long...

Quote Originally Posted by Yeol View Post
People simply do not understand how to play their jobs. This game has a somewhat complicated battle system compared to other games.
It really doesn't the combat system is incredibly simplistic in itself. It doesn't change very much from one encounter to the next. Its basically the same rotation every time 95% of the time. Take a look at openers and you'll see how little they change per encounter.. if every fight required a totally different usage of your skills it might be complicated but currently that just isnt the case.

Combat is basically the alphabet. B always follows A and is always preceded by C. In no case ever do you you go E C A D B,.... Its always A B C D E.

It's most apparent when you look at openers. YouTube a job opener and itll pretty much be ideal in 95% of content... the other 5% itll be mostly the same with perhaps a couple of small tweaks for mechs