a slight increase in difficulty to make the fights more engaging wouldnt really push away people from doing savage. people who raid arent usually the types to unsub because they cant clear a fght eitherSavage and ultimate are both already done by a pretty small % of the playerbase. I don’t see pushing savage even further away from the bulk of players as a good business choice imo.
If anything they need to add some meaningful 4 man content that is in between dungeon and savage difficulty to target the vast majority of people who run out of stuff to do.
The amount of people who stop subbing because savage is too easy is probably 10% the number of people who stop subbing because they don’t want to commit to savage learning hours and there isn’t anything in between on the lower end of too easy and savage.
I remember people saying the same thing about the Final Coil of Bahamut.
Be careful what you wish for is all I'm saying.
What we need is "Savage" dungeons.
Used to play Everquest II like 10 years ago. In the last 2 expansions before i quit (due to a variety of reasons) there were 3 tiers of three dungeons (sorta easy, normal, hard) and later in the patch 3 more of Very Hard dungeons would be added. Like Vigilant dungeons in Sentinel's Fate or Drunder dungeons in Destiny of Velious. That was content that actually tested you. Tested the limits of what you were capable of. These dungeons were incredibly fun to wipe in and after some time actually clear them. But maybe players' mentality was different back then.
P.S. Fun fact: also these dungeons had Flawless Victory (noone died during the run) and Sense of Urgency (clear the dungeon super fast) achievements associated with them. Sense of Urgency was 1 hour.
Sometimes rumors are just... rumors.
Devs are on record saying they don't want to do savage dungeons, as it puts too much pressure on the healer unless you have a rdm or smn, and if they did it they wouldn't want rdm or smn to be mandatory picksWhat we need is "Savage" dungeons.
Used to play Everquest II like 10 years ago. In the last 2 expansions before i quit (due to a variety of reasons) there were 3 tiers of three dungeons (sorta easy, normal, hard) and later in the patch 3 more of Very Hard dungeons would be added. Like Vigilant dungeons in Sentinel's Fate or Drunder dungeons in Destiny of Velious. That was content that actually tested you. Tested the limits of what you were capable of. These dungeons were incredibly fun to wipe in and after some time actually clear them. But maybe players' mentality was different back then.
P.S. Fun fact: also these dungeons had Flawless Victory (noone died during the run) and Sense of Urgency (clear the dungeon super fast) achievements associated with them. Sense of Urgency was 1 hour.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"
Last time i did anything remotely stressful as a healer was Mist Dragon. And that one time during Limitless Blue, when the other healer got thrown off the platform in the first 15 seconds of the fight.
Sometimes rumors are just... rumors.



Different terminology but Secret World had this too. I miss it.What we need is "Savage" dungeons.
Used to play Everquest II like 10 years ago. In the last 2 expansions before i quit (due to a variety of reasons) there were 3 tiers of three dungeons (sorta easy, normal, hard) and later in the patch 3 more of Very Hard dungeons would be added. Like Vigilant dungeons in Sentinel's Fate or Drunder dungeons in Destiny of Velious. That was content that actually tested you. Tested the limits of what you were capable of. These dungeons were incredibly fun to wipe in and after some time actually clear them. But maybe players' mentality was different back then.
P.S. Fun fact: also these dungeons had Flawless Victory (noone died during the run) and Sense of Urgency (clear the dungeon super fast) achievements associated with them. Sense of Urgency was 1 hour.
But like Rei said, the devs are very shy about any difficult 4-player content.


I do agree, the cast bars on abilities is unnecessary most of the time. In E2s it kinda makes sense due to how ridiculously hard it would be without them (because of the layering of delayed timed casting mechanics). But things like Refreshing Shower are silly, I agree. I mean hopefully that was just something for the first tier of Savage and in E5 and beyond we wont get those freebies.

On the other hand - my current static took 4 weeks to clear E3S alone. I don't want to imagine what going into A3S or O8S would have been with the lads while they were the current tier.


Account for the fact that you are human and what you are asking for might go beyond your own human limits. Do you want mechanics where you never know what's gonna be? They are random, deal big damage, and now eating an AOE gives you 5 vulnerability stacks instead of 1. How you gonna know where and when to move, or when a stack/spread marker is coming? What if raid wide damage happens back to back right after a stack mechanic, or even worse, a spread mechanic, what if it happens at 0.2%
That doesn't sound fun, or challenging, that sounds frustrating. The fights are "easy" because you adapt to the set patterns over time, this is what we humans excel at more than anything. Take adaptation out and you got your challenge, but it may not be the kind you actually want. Let's not turn FFXIV into an impossible game to play even for you hardcore players.
To be fair, I understand where you are coming from, however, 3 days of raiding a week shouldn't be considered little. Savage should be completed before the catch-up patch comes about for experienced groups. I'd rather contribute your increasing experience towards the content becoming trivialized. There is a more challenging experience out there, it's up to you to participate in it or not.
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