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  1. #61
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by ko_ View Post
    I don't think things should hit harder when people complain abotu one shots. I think there needs to be more one shots but I sit alone on that one. Less mechs and more one shots please. But on topic, I will say it's "easy" to us as gamers.. but give someone a PS4 controller and tell them to play fi they never played a game before. They will NOT understand anything this game tells you. I think people who think it's too easy are forgetting we are gamers and are used to things being thrown at us.
    They don't necessarily need more one shots to punish players who fail they could move in other directions.

    The issue with hp is if you fail a mechanics it's usually your healers that pay for it. And not you yourself.

    You could have mechs that punish players in different ways. Instead of 1shotting a players hp pool. Have it smash a players tp to zero instead off there hp. Be quite a hit for melee jobs. Or an amnesia like thing stops you using your skills. They have something like this in potd.

    Or maybe something that zeros mp and / or silences casters (for more than a couple of seconds)..

    Or this might be harder to implement but you could have mechanics that interact with job gauges somehow. If you get hit you might lose all your kenki and sen, or your gl3 and chakras. Beast gauge, or aetherflow stacks at etc

    things like these would punish players themselves and not just on well a healer can sort it

    Don't need to be 1 shots
    (2)

  2. #62
    Player
    Godofhealing's Avatar
    Join Date
    Mar 2018
    Posts
    78
    Character
    Midori Tsuki
    World
    Leviathan
    Main Class
    Scholar Lv 70
    there should be a diificulty setting for content easy normal medium hard extreme savage boss primal.
    (0)

  3. #63
    Player ManuelBravo's Avatar
    Join Date
    Apr 2012
    Location
    Milpitas , CA
    Posts
    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Godofhealing View Post
    there should be a diificulty setting for content easy normal medium hard extreme savage boss primal.
    Easy = practice mode Normal = current
    (1)

  4. #64
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Godofhealing View Post
    there should be a diificulty setting for content easy normal medium hard extreme savage boss primal.
    That's what Savage and Ultimate raiding is for. Normal and Extreme primals should probably stay as is. Some are more challenging than others, but overall they do provide a good experience. This is already the difficulty setting you're asking for. lol It's just spread across various content.
    (0)
    Last edited by Vahlnir; 03-23-2018 at 05:37 AM.

  5. #65
    Player
    ArcaviusGreyashe's Avatar
    Join Date
    Jul 2014
    Posts
    905
    Character
    Sikah'to Tahqa
    World
    Ragnarok
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Shouko View Post
    [*] Your opinion and that's fine but others are going to disagree.
    Non-argument, since... well, "no u".

    [*] Stuns weren't the only thing used, there's sleep and pushbacks, heavy, others that I can't remember off hand.
    Sure. Weren't of any use, though. Sleep wasn't used on anything, or went of because some DPS would eventually hit the sleeping one, and heavy was only used during T7. Pushbacks... were always hated by the tanks, so yeah. They were more of an hindrance than anything.

    [*] They still had walls back then, just less of them, even in Satasha the first dungeon you do, you had to kill the trash to get
    the key to open up doors. You had to more weary because you couldn't take on as many mobs and in fact you were absolutely needing to use CC if you caught more mobs than intended.
    Nobody would pull more than intended, and even if you got one too many pack of mobs... You could already deal with it using proper mitigation. CC wasn't of any use, then again.

    [*] Again your opinion on Levi not being fun or hard, people today still have trouble with it with already knowing the fight, if you don't think so fine but don't claim it's a fact.
    My point wasn't "Levi was bad", my point was "stunlocking Levi was boring". Remember this wonderful add that you had to stunlock or the whole party would just get panicked and jump off the platform. Yeah, I was that PLD that got you through it, as so many others, but that was boring as hell.

    [*] You wouldn't try to pull packs from end to end back then let alone now, this doesn't need to be said, nobody is that stupid, this isn't Leeroy Jenkins FFXIV version.
    Aw. So you don't actually need to be careful since it's obvious ? Well, then, why did you bother mentioning it in your previous post ? You're just hurting your message...

    [*] Not nostalgia, I have no wish to return or even found the gameplay that much better, other than CC and slower paced fights. I do however have nostalgia for the human interaction of ARR, when people actually spoke to each other and not just a hi at the start of a dungeon or tyfp at the end. People lack socialization and people often forget that socialization is a major part of a MMO, guess where I see the most interaction of late? Eureka, funny how that is. Sure it will slowly die and then the next part will come out, etc but for now people are engaging in conversation again something this game has severly lacked since ARR.
    And... Why is it a bad thing the social part went into Eureka ? First of all, you can socialize in dungeon, I do it often, making jokes or whatever and sure, it isn't always effective, but one in three dungeons is rather socially fun, and... well, that's great, if people are social in Eureka. So... Why do you complain, in the end ?
    (2)

  6. #66
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Sylvina View Post
    Someone please explain to me why hitting harder is a better example of difficulty than y'know MECHANICS.
    Okay. The two most difficult EX Primals mechanic wise were... Sephirot and Thordan. Meanwhile, Byakko has only a single gimmick and barely does anything of note damage wise.
    (3)

  7. #67
    Player
    Kamatsu's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    108
    Character
    Aeraelyne Valleana
    World
    Adamantoise
    Main Class
    Paladin Lv 90
    Quote Originally Posted by LineageRazor View Post
    Skilled endgame players have VERY poor conception of the actual skill levels of the majority of players in this game, and tend to assume that most are at least near their level. This is absolutely not the case.
    They have what I call 'Associative Bias" - Most people will tend to associate with people of similar values, past-times, hobbies, etc. What this means in games such as this is that those who are higher personal skill level will tend to associate more/only with those of similar skill level - this means their view on the 'player base' skill level is warped, since the majority of players they see / deal with are of similar level to them.

    While FFXIV has random grouping via the Duty Roulette, how many of these players use it just by themselves? I'd bet most of the time these players are in groups of 2/3/4 when queuing for dungeons/trials/raids via DR, so their contact with other players is either limited or none. How many of these players enter end-game raids & such solo? Doubt many do, they most likely have a groups/FC/Static/etc to do it with... and these will all be players of equivalent skill level to them.

    Thus their contact and knowledge of other players skill level is limited, and what they view the common player as... is based on the skill level of those they associate with - ie associative bias.

    This IMO is the main cause for people saying "oh, it's easy for everyone"... because that's all they see. Players of equivalent skill would naturally make the content easy, and even if there is 1-2 'normal' players in a duty... 2-3 highly skilled players will easily manage the fights regardless of the 'lesser skilled' players mistakes/handicaps/etc. So to them they still see the content as easy, and believe that all players find it easy... because they don't realize that with 2-3 skilled ppl in a group can easily carry 1-2 bad players and still make everything look/seem easy.
    (5)

  8. #68
    Player
    Uielyave's Avatar
    Join Date
    Feb 2014
    Posts
    206
    Character
    Rahn'a Lihzeh
    World
    Balmung
    Main Class
    Archer Lv 70
    Because look at Wildstar, a game made for the raid and content elitists.

    Man it sure is doing good.

    Oh wait, it went free to play because no one will play it.
    (3)

  9. #69
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by LineageRazor View Post
    Seeing folks complain about the ease of endgame content that can, and does, stymie 90% of the playerbase, is as common as breathing on these forums. Choose any Ex or Savage fight - ANY, old or new - and I guarantee there were plenty of folks to consider it difficult, often insurmountably so, at the time it was released. I remember folks in a thread being incredulous to hear that there were STILL folks who could not skip Soar on Zurvan toward the end of Heavensward - but it was even worse that that; not just some folks, but MOST folks couldn't do so, even in farm parties. Skilled endgame players have VERY poor conception of the actual skill levels of the majority of players in this game, and tend to assume that most are at least near their level. This is absolutely not the case.
    This stems from the fact XIV has little to no difficulty curve. Expert dungeons, trials and normal mode raids are all incredibly easy with very few exceptions. The next logical progression is Extreme, which is considerably harder than anything which came before it. Skip Soar persisted because people have no idea how to execute a proper opener. Is that an issue with Zurvan's difficulty or perhaps XIV doing precisely little to explain how jobs function? Newer players shouldn't be expected to use third party resources, however you have little choice should you want to learn anything beyond a standard combo. Scaling down the difficulty does nothing to incentivize improvement. In fact, it does the opposite. Stormblood made numerous shifts towards being easier yet... nothing changed. People have no reason to improve, or believe themselves better than they actually are. Countless times where people get agitated about damage in chat, they're the ones failing.

    No. Skilled players are plenty aware of how poor the overall playerbase is. They simply don't make excuses for them. Many of those same players are more than willing to offer advice; they are usually the ones making guides. Being skilled does not inherently mean you lack objectivity.

    Quote Originally Posted by Uielyave View Post
    Because look at Wildstar, a game made for the raid and content elitists.

    Man it sure is doing good.

    Oh wait, it went free to play because no one will play it.
    A common misconception; one I used to assume based on bad word of mouth. Wild Star failed due to poor combat design, lackluster secondary content and an aesthetic which didn't appeal to its demographic. The raid focus certainly contributed, but it was merely one reason among many.
    (7)
    Last edited by Bourne_Endeavor; 03-23-2018 at 02:18 PM.

  10. #70
    Player
    Metsonm's Avatar
    Join Date
    Nov 2016
    Posts
    289
    Character
    Met Rhukon
    World
    Shiva
    Main Class
    White Mage Lv 80
    The thing is, I don't think the general population even WANT to improve. I've seen my fair share of people boot up something like Bloodborne and just go "Nope, too hard. Not for me." despite people trying to offer advice. And it's not even like Fromsoft games are unknown for being challenging.

    Remember that the devs here had to make changes to Heavy Thrust because people couldn't keep it up. That's just one button that gives free damage. I'd be worried if the people that can't handle that are then expected to do 2.x level fights as standard. Sure the average skill level will increase, but at the cost of player numbers. And like it or not, more players trumps more skill for the life of the game.
    (0)

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