Let’s be real. People are wiping to even the bosses in the first ShB dungeon. Mechanically it still expects people to not be screw ups.
Let’s be real. People are wiping to even the bosses in the first ShB dungeon. Mechanically it still expects people to not be screw ups.
Not going to lie- I think most players from other mmos will find this game too difficult. Every other mmo on the market doesn't have mechanics in content outside of raids- on occasion there might be a boss with one mechanic, or a very easy to avoid pool of fire or AOE- while this game throws back to back AoEs and adds at you all the time. And after 15 years of WoW, even having a boss with a single 'firepool' mechanic is too difficult to handle, even after people have seen the fight twenty times. This game? I get the 'new player, bonus tomes' message every time and people still figure out mechanics midfight, it's great.
Don't get me wrong, I love that. I'm just on Heavensward content right now, but so far I'm very pleased that dungeons are mechanically given the same treatment that every other MMO saves solely for raids.
Still, having mechanics be prevalent in the game early on is a better thing, it teaches people what to expect and to learn to avoid damage or do certain things. If the game was simply based on 'do x dps, do x hps, maybe step out of the fire' like 99% of dungeon content in WoW, what do you learn? A rotation? Admittedly, this game actually has interesting rotations that require more than 3 buttons to hit upper tier dps- but even so, this game having so much more early focus on learning mechanics rather than just getting better gear for more number output has made this the best leveling experience I've ever had in an mmo.
And I definitely sympathize if classes are being reduced in complexity, the class design in this game is amazing compared to what I've seen elsewhere. I also, as someone who loved disc priest in WoW and really am enjoying healing and dpsing in this game, hope they reconsider making healers here just healbots.
But, most players from other games are going to have enough trouble with this game as is- there's already your savages and extremes and raids and all those side hardcore zones. Why would you want to put a wall up to new players, and players that just want to enjoy the game for things like story or community? If this content's too easy for you, fine, you only have to do MSQ once, and so far it seems like most of the great fights have a harder difficulty anyway.
But that's the thing about games: you learn and get better.
Did I fail hard when I started playing FF14? Of course I did. But I learned, actually read my tooltips and job quests, watched videos of rotations, asked questions to other players and got a better understanding of what to do. I came from another MMO called Eden Eternal and, while it's true that FF14 has more stuff going on, I ultimately adjusted.
While I commend the way harder fights are designed (Normal mode teaching you the basic mechanics of the EX fight and additional mechanics throughout the fight itself), the way the game teaches you falls apart when it comes to basic mechanics you see throughout the game and how to play a class or role. It doesn't help either that people can use Jump Potions to skip to current content without learning anything.
I still see people fail stack markers or stack when they should spread at current level and that is not good in any multiplayer game where people have to work together to clear content.
I think that when it comes to difficulty in the game, people are not asking for Ultimate or Savage level of MSQ. Usually they're asking for a reasonable level of difficulty where you have to actually use your head to clear the content and not clear while watching Netflix on the side (or you know, having a real hard time to clear while watching Netflix).
Another thing of worthy mention is the attitude of the community. The community is cool (mostly), but there is a prevalent problem of "You don't pay my sub so you can't tell me what to do" going around. People play for themselves while ignoring the way their performance affects the group: no job crystal, gear too low to clear, bad rotations where the healer or tank does more damage than you, placing mechanics in a way that hurts or wipes the team, etc. You only have to read the venting thread in General Discussion to see what I mean.
Now, if they are new I easily forgive and move on but if they do not ask for help or tips on how to do things then I have less patience. What I have no tolerance for is players expecting a carry or being dead weight for laziness' sake.
And players trying to help those people can get snapped at or reported for Harassment (and play style differences count as Harassment now if I remember). Even kicking a bad player carries a risk now.
Rewarding the lowest effort possible is bad MMO design in my opinion because it causes a too great disparity between low and higher skilled players. And those play style differences cause problems when going into more mid-core and harder difficulties, which is usually end-game-till-new-patch content.
*Edit : NPCs in dungeons now do mechanics as well so that is a nice touch from S-E's part.
Last edited by Xieldras; 07-02-2019 at 09:40 AM. Reason: Forgot NPCs in recent dungeons
Thing is this is a videogame. I'm happy they dumbed it down and I'm sure these changes are going to bring in more players. For most people this isn't the only game they play and they have a life outside the game.
I'm also very pleased with the simplifying of bard. I'm enjoying content much more now that I'm actually looking at the battle and not staring at my UI the entire time waiting for straight shot proc to be up again.
There is always a few proc tells, not only in the UI, but on your character's VFX as well. Off the top of my head: the buff bar, the obvious hotbar, the party list, a small audio cue and the VFX around your character when the proc is up. With the amount of tells available, you didn't have to laser focus the UI. If you did have to laser focus, then maybe rearranging your UI so it could be easier to see everything at a glance would've been better. A lot of classes in the game use procs and if you had trouble focusing on the fight because of that, sorry but that's on you, not the game.
Bard as well was a class where you did have to check your party's MP as well as checking the enmity and cast bars to give out appropriate buffs (in other words, you had to check the entire battle UI from time to time) and not a solely DPS-focused class.
As for the classic "People have a life outside the game" excuse to lobotomize every complex thing in the game, here's the thing : your personal schedule shouldn't affect how the game plays for everyone else. I work the classic 9-5, go out for drinks sometimes and still manage to find the time to play a MMO (you know, one of those games that require a lot of time sink) at least 4 hours a week. It's also rather ironic to say that when I can't leave the game for a few months without losing the ultra rare in-game resource that is...a house.
Dumbing down the game to attract more players is the wrong way to go. Without fun, complex and challenging content (including gameplay), new players might come in but veterans and existing players will leave and might not recommend the game to would-be players because of how bored they were. And when your friends or FC mates leave, a domino effect can occur.
Don't reward lazy play.
The best thing Square could've done here instead of simplifying everything was actually upgrade their in-game teaching system (Novice Battle Hall or something, I barely used it and there lies your problem) so that I'm not stuck in a lv70 dungeon with a BLM that spams Ice spells or a tank that can't keep aggro despite me using Tactician and panic Refresh (apologies to healers when that happens ; I've Bard tanked more than I should have in my FF14 career).
*Edit : You also have the actual skill's icon appear next to your character for a few seconds when the proc is up
Last edited by Xieldras; 07-02-2019 at 02:59 AM. Reason: Just remembered another proc tell
So you enjoy playing a class that, due to these changes, feels boring? I've seen players like yourself and if healing is all that you want from playing such a role then so be it. It's one thing to play like that in a regular dungeon but to me if the healers can help out in a raid like environment. ergo. primals, 24-mans and the 8-man content. I feel like it's worth feeling like you are pulling your weight on top of healing. Popping off one DoT and maybe spamming one spell like Ruin or Stone isn't enough for me.
I'd like to leave this link here in the forum to show what I'm talking about. This link will show the level of play that has been forfeited by "dumbing" down healer play to only healing.
https://www.youtube.com/watch?v=8r5K4DcigfA
This singular video shows the level of play and complexity that I as a Final Fantasy XIV player love.
Yeah, and that's not the kind of complexity you can enforce in a MSQ/casual run of the game.
Keep that stuff in Savage for people that do Savage.
I personally feel the changes to be good.
I picked up Summoner this expansion, and I'm enjoying the class.
I can keep up with other DPS, and I'm above the tank and healers.
Is my rotation perfect? far from it, and I hope to get better at it as I play more.
The first dungeon in ShB was challenging enough, and with a few tweaks here and there, they did a good Job.
Olivar Starblaze
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