Why does every bit of content have to be ultimate level. Like why aren't all these players wanting more challenge raiding Ultimate?
Why does every bit of content have to be ultimate level. Like why aren't all these players wanting more challenge raiding Ultimate?
Look every single person wants MMos to have dark souls level of difficulty in every mode. The dungeons arent supposed to be challenging thats why there is a roulette.
Also Mythic+ is WoW is hard to do. You gotta get chest for your weekly cap, but because of the gatekeeping you can't. Like no one ever wants more challenging content they always wanna gate keep
Last edited by Izanagi_Fiaresu; 06-27-2019 at 08:31 AM.
There is a roulette to pad out queue times. Has nothing to do with difficulty. Also reminder that this mindset just leads to the usual complaints of "Playing as Y'shtola or Hien in a single fight, with only 4 buttons to press, is too hard."Look every single person wants MMos to have dark souls level of difficulty in every mode. The dungeons arent supposed to be challenging thats why there is a roulette.
Also Mythic+ is WoW is hard to do. You gotta get chest for your weekly cap, but because of the gatekeeping you can't. Like no one ever wants more challenging content they always wanna gate keep
I’ve gotta disagree with you here. Roulettes necessarily dictate game design and difficulty. If a system is going to randomly matchmake for you, then dungeons can only expect so much teamwork and skill. And because the expectation of these roulettes is that most players will run them daily, the expected clear rate in a completely random group has to be very, very high.
The original expert dungeons in RIFT and the TBC-era heroics in WoW are examples of the difficulty you see when developers are free to consider communication and coordination as core requirements. They’re very, veeerrrryyuy different from what we see today, and that’s in large part because clearing regularly involved an organized group or at least “selective pugging” like party finder.
I don't see how me not having any serious attempts at Ultimate is relevant here. I personally would be estatic if a dungeon at level cap would pose a threat to me as a tank. But they just don't. I can pull wall to wall without fear, I don't have to CD the "tankbusters", hell, I even solo'd the 2nd boss of Hell's Lid from 50% on release as a Warrior! The dungeons are just not a threat and nobody in a sane mind will argue that either EX trials or Savage have been extremely difficult themselves spare from a few select fights. I understand the goal of Stormblood was to ease up the difficulty to allow more people to step into high level end game but they dialed it back too much.
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