Page 8 of 12 FirstFirst ... 6 7 8 9 10 ... LastLast
Results 71 to 80 of 115
  1. #71
    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 RiyahArp View Post
    You know, I'm doing trial roulette tonight, and i'm getting castrim flummins. One of my runs had one of the healers say at start "well, thirteenth time is the charm," which is the amount of failed runs he did before a clear. Another I came in as a dps on the 30 min mark. You'd be surprised at how often you can come in to a failed run on some of the harder casual content, like launch 24 mans. Now imagine if every single one of those things gets harder.

    I don't care if raiders think casual content is too easy. It will always be easy for them, there's no way they can make dungeons equal to beginning tiers of savage, which you yourself says is no challenge. If they did that, it would hurt others far more than it helps.
    Do quote where I made even a single mention of savage level dungeons. In fact, I believe I argued the contrary—saying I wanted something that requires more than a pulse. We have spoke about this time and again yet you continue to present a dichotomy. Was The Vault savage tier? Because I have mentioned it numerous times as a good example for dungeon difficulty. Despite what you may think, I'm not actually asking for dungeons which I will find difficult because, no, they won't be something overly difficult for me. That doesn't mean they cannot be interesting. Is it so much to ask dungeons actually require healers to heal? Even as a raider, I shouldn't be able to keep a tank alive through big pulls with Regen and the occasional Tetra yet Swallow's Compass that undertuned. And I did it at roughly i355. So you can't even use raid gear as an excuse.

    As for Tsukiyomi. This is what happens when you have sudden difficulty spikes, though more often than not I see players who simply refuse to pay attention. I had a Warrior in my first Shinryu run who died five times out of six to Tidal Wave and had the audacity to whine the healers were ruining his fun when they finally lost patience after explaining no less than three times how to do the mechanics. According to you, we should nerf Shinryu so idiots like that can faceroll through. No wonder less and less people want to queue for things.
    (4)

  2. #72
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by HyoMinPark View Post
    You’re speaking in extremes again—please quote where anyone in this thread has asked for Savage-level difficulty for dungeons. I want them to bring back dungeons more akin to original Amdapor Keep and Pharos Sirius
    Cool, people would just do the same things they did back then and leave on pop. Actually these days you don't even need to queue for expert, so maybe they would just ignore it like they do 50/60 roulettes.

    If you want hard 4 man content, well, you have challenge floors both in POTD and heaven on high.

    Quote Originally Posted by Bourne_Endeavor View Post
    As for Tsukiyomi. This is what happens when you have sudden difficulty spikes, though more often than not I see players who simply refuse to pay attention.
    it has nothing to do wiith that. Its the last phase and the speed of the mechanics, as well as how icky they are rendered. Not many story fights stack multiple mechanics on top of each other, nor are they particularly fast. You also have issues with tankbusters happening right after the fast mechanic phase, and the entire fight requires a lot heavier knowledge of positioning and awareness then most others. This is why SE made sure to give every attack audio cues to help players anticipate. It's a tedious fight once you get past the first clear, just like shin is.

    And yeah, you think you are complaining about idiots now, wait till regular players keep screwing up your runs cause the content is hard for them. I have the nasty suspicious the monster hunter event might just be this; i wouldnt put it past yoshi to make it an ex-trial because the original game is so hardcore.
    (4)
    Last edited by RiyahArp; 07-02-2018 at 02:38 PM.

  3. #73
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by RiyahArp View Post
    Cool, people would just do the same things they did back then and leave on pop. Actually these days you don't even need to queue for expert, so maybe they would just ignore it like they do 50/60 roulettes.
    50/60 Roulette is largely ignored because the rewards tied to the roulette are extremely lackluster, not because the dungeons in there are any sort of hard difficulty. They’re just as faceroll as everything else, especially now when we blatantly overgear them, and where they had been nerfed with the onset of a new expansion; or, in the case of Amdapor and Pharos, where they were previously nerfed so hard they barely resemble anything of their former selves.

    If you want hard 4 man content, well, you have challenge floors both in POTD and heaven on high.
    And why do those two have to be the only challenging pieces of 4-man content?

    Quote Originally Posted by RiyahArp View Post
    it has nothing to do wiith that. Its the last phase and the speed of the mechanics, as well as how icky they are rendered. Not many story fights stack multiple mechanics on top of each other, nor are they particularly fast. You also have issues with tankbusters happening right after the fast mechanic phase, and the entire fight requires a lot heavier knowledge of positioning and awareness then most others. This is why SE made sure to give every attack audio cues to help players anticipate. It's a tedious fight once you get past the first clear, just like shin is.
    Well, of course they should be faster-paced—you’re doing the content at level cap, where you’re supposed to have a decent knowledge of the way your class functions. Why should level 70 content be as easy as level 15 content? Why should any piece of level 70 content be easier than something like Aurum Vale, a level 47 dungeon?
    (3)
    Last edited by HyoMinPark; 07-02-2018 at 02:42 PM.
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  4. #74
    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 RiyahArp View Post
    it has nothing to do wiith that. Its the last phase and the speed of the mechanics, as well as how icky they are rendered. Not many story fights stack multiple mechanics on top of each other, nor are they particularly fast. You also have issues with tankbusters happening right after the fast mechanic phase, and the entire fight requires a lot heavier knowledge of positioning and awareness then most others. This is why SE made sure to give every attack audio cues to help players anticipate. It's a tedious fight once you get past the first clear, just like shin is.

    And yeah, you think you are complaining about idiots now, wait till regular players keep screwing up your runs cause the content is hard for them. I have the nasty suspicious the monster hunter event might just be this; i wouldnt put it past yoshi to make it an ex-trial because the original game is so hardcore.
    Welcome to level 70? Mechanics should increase in tempo as you progress otherwise what's even the point? Nothing Tsukiyomi does hasn't been seen prior except the rotating debuffs. Her fan mechanic are a repeat of Shiva; the cleave is a repeat of Zurvan; the stack mechanics are standard. For those inexperienced, it may seem overwhelming, but if people actually learned from their mistakes, it's hardly difficult. And if all else fails, you have guides available such as Mizzteq or MrHappy. The issue is many people don't want to learn, they want faceroll easy content they can spam a couple buttons and clear.

    And I suppose we should tune everything so someone who can't be bothered to read party chat can still play? Frankly, I would welcome a wipe or two in dungeons because mechanics actually demanded something from the playerbase. At least that would be more interesting than wall to wall pulls you aoe down. Alas, when the devs have to readjust Heavy Thrust because doing a Heavy Thrust -> Chaos Thrust combo -> Full Thrust combo without allowing it to fall off is too difficult. Maybe I ask too much...
    (3)

  5. #75
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    Welcome to level 70? Mechanics should increase in tempo as you progress otherwise what's even the point?.
    Go do shin, and you see every attack has an incredibly slow windup. The difficulty was in the sheer amount of them, and that they often would one-shot people at min ilvl if failed. Tsuku does shiva's circle, but much faster, and stacks an ahk morn or diabolic whistle on the end, or a cone aoe. The ahk morn in particular wipes groups since not everyone has the awareness to go to the last fan, and it just takes one person out of place to ramp the damage. The speed is a lot greater than any fight, even though the mechanics are a lot less. And one of the biggest differences between casual and ex content is in the speed of the mechanics. It has little to do with reading party chat; the player has to have good spacial awareness and resolve the mechanics in series. I notice healers have a lot of issues because they generally have to process more and have less muscle memory healing, so they end up eating the frontal tankbuster because they didn't get the tank switched position after lunacy.

    Not everyone who does poorly is an idiot.

    I don't think they need to nerf anything, but 24 man level content is about the highest true casual content can go, if it is required or expected to be (tome farms.) If you ask for harder stuff, its going to end up too hard for casuals to run, and it will be ignored.

    And they nerfed heavy thrust because they nerfed timers in general; timers dropping off were the biggest lost of dps for any dps class in this game, and drg in particular is very rigid in timing, even still in SB. And yeah, in HW dps classes sucked, managing 3 or more separate timers for dots and buff abilities sucked hard. if we had HW system with these fights it would be hilarious, people would lose so much dps simply because they couldn't refresh their timers that they'd complain.

    And why do those two have to be the only challenging pieces of 4-man content?
    Because people don't even do those. To be fair, if it were matched party you might see some increase, but i think fewer people enjoy hard content than you think.
    (4)
    Last edited by RiyahArp; 07-02-2018 at 03:30 PM.

  6. #76
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by RiyahArp View Post
    Because people don't even do those. To be fair, if it were matched party you might see some increase, but i think fewer people enjoy hard content than you think.
    Considering the sheer amount of Floor 200 parties I saw on Cactuar not only in Heavensward but in Stormblood after they enabled cross-server functions for Floor 200 runs (and at that point, they were across Aether), I disagree. Sure that’s anecdotal...however—if people didn’t do the content, why would the developers mention they’re making floors 31 to 100 of Heaven on High difficult because players enjoyed the more difficult floors of PotD more than the easier floors? Those words came from Yoshida himself.

    With the original Deep Dungeon, Palace of the Dead, we released 200 floors over two patches. However our feedback indicates that outside of leveling other jobs, players only really enjoyed the challenge of floors 180 to 200. With Heaven on High the leveling and story portion will end at floor 30, but floors 31 to 100 should feel closer to 180 to 200. Expect that kind of challenge from 31 to 100 and we hope the players enjoy accessing this content a little sooner.
    Source: https://docs.google.com/document/d/1...1A/mobilebasic

    Maybe, just maybe, more people enjoy harder content than you think, Riyah.
    (5)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  7. #77
    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 RiyahArp View Post
    the player has to have good spacial awareness and resolve the mechanics in series.
    This would be true on the initial few pulls, which is perfectly reasonable. After several attempts, if someone is still failing the same few mechanics, blaming it on anything but lack of effort often times comes across as excuses. Even at an increased speed, they remain the same mechanics people have already seen. And one person out of place will not kill you unless that single person is targeted.

    Quote Originally Posted by RiyahArp View Post
    Not everyone who does poorly is an idiot.
    And nowhere did I say they were. You're putting words in my mouth. I cited a particular incident where someone failed the very first mechanic repeatedly despite being told how it work. He, instead, rushed in and pulled without listening. That isn't someone doing poorly because they're new. That is an impatience fool who couldn't be bothered to listen and wasted people's time. You'd see less of that if content actually forced you to pay attention far earlier. Leveling dungeons do a decent job of this. At least until the gear out-scales them, though the big pulls still hurt.

    Quote Originally Posted by RiyahArp View Post
    And they nerfed heavy thrust because they nerfed timers in general; timers dropping off were the biggest lost of dps for any dps class in this game, and drg in particular is very rigid in timing, even still in SB. And yeah, in HW dps classes sucked, managing 3 or more separate timers for dots and buff abilities sucked hard. if we had HW system with these fights it would be hilarious, people would lose so much dps simply because they couldn't refresh their timers that they'd complain.
    First, they only reduced the damage bonus it provides not the timer itself. Secondly, they outright acknowledged the nerf was due to people forgetting to re-apply it. Keeping Heavy Thrust up should never have been an issue if you bothered to learn Dragoon's rotation. I was a novice back in Heavensward and learned the rotation through youtube and google doc guides. If I could figure it out and not have this issue, why can't someone else do precisely the same thing? Or do you actually believe I was born better somehow? No one is asking for Savage level dungeons or expecting top tier raid parses. They're asking for something with some teeth to it and a little competency.
    (2)

  8. #78
    Player MoroMurasaki's Avatar
    Join Date
    May 2017
    Posts
    1,612
    Character
    Moro Murasaki
    World
    Zalera
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by RiyahArp View Post
    I think fewer people enjoy hard content than you think.

    Quote Originally Posted by Bourne_Endeavor View Post
    No one is asking for Savage level dungeons or expecting top tier raid parses. They're asking for something with some teeth to it and a little competency.
    Is anyone else just so done with having this same conversation over and over again? I sure am.

    Riyah - you're making a positive claim here, saying that less people enjoy more difficult content. Back that up with evidence or for the love of god open your mind to the idea you might be wrong.

    Increasing clear rates right now for EX and Savage stand against you, come up with something compelling to put up against them or drop this.
    (1)

  9. #79
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,133
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    As someone who is a mid-level skilled player who has more fun with the normal/hard mode content over Extreme/Savage content making older content easier is actually a bad thing for not only veterans but also new players, because threads like this will exist to point that it's not really a good idea, and new players are wondering why veterans are helping out and threads like Sastasha(lvl. 15) is hard will still continue to exist... making a dungeon that was once fun into a chore is always a bad idea... although duty roulette always feels like a chore in general...
    (0)

  10. #80
    Player
    Singularity's Avatar
    Join Date
    Jan 2014
    Posts
    351
    Character
    Ariane Aster
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    I don't see why content has to be considered less important solely because of its age. If I go out and buy a ten-year-old single-player game and clear it, is the experience somehow lesser than an equally challenging game that was released last week?

    What is it that makes this work differently in an MMO that it's OK to nerf old content "because it's old"? It can't be the story, since that's now entirely told in the normal modes (Coil being the one exception). The drops are relevant only for glamour purposes since stronger gear is available from the next tier's normal mode than the previous tier's savage. If glamours are the reason, I'd rather they make them available through other means ("replica" items perhaps) and leave the content alone.

    What we have now is a fixed amount of "current" content and an ever-growing collection of things considered "obsolete". Instead we could have an ever-growing collection of "relevant" things to do. I'm seeing this sort of happen for the first time in the game's history with ultimates - I expected interest in Unending Coil to die instantly as soon as they released Ultima, much as savage raid tiers do. Instead, due to the iLvl sync and the only-for-the-challenge nature of the fights, I'm still seeing groups recruiting for it; fewer groups than for Ultima for sure, but they're still pretty common. There isn't "old ultimate" and "new ultimate" like every other type of content in the game, there's just two ultimates.
    (1)

Page 8 of 12 FirstFirst ... 6 7 8 9 10 ... LastLast