The problem the game has is a matter of having proper scaling and ways for players to ramp into harder content. Savage feels way too tight for the level of play the game leaves most players at when they complete the MSQ, get through the regular end game duties like normal eden, copied factory, and possibly memoria miseria. Plus this game isn't like WoW where raiding is the only thing someone can do.
Here's the list of things wrong with Savage Raiding as it is now:
1) It forces people to play specific classes within a role when the rest of the game lets people play whatever class within a given role they like.
2) The DPS checks are way too tight for the level of expertise people will generally have coming out of MSQ / Non-Savage content.
3) The limit on gear per run is too restrictive compared to the level of effort needed to get one clear.
4) For some reason this is something people can make open PF groups for when the content is so tuned that it would be a slaughter fest until someone goldfishes the perfect group. That is assuming everyone in that group has even gotten to the same level of progress, which will vary between roles.
5) The entire design of Savage discourages anyone from bringing in new players to the experience. Helping others learn it means they lose chests and resources they could have gained otherwise, so they are effectively being punished for coming late to the scene.
Despite all of these things I still think the biggest problem is that we have a company making content for the sake of filling a checkbox on an MMO requirements sheet when you have dragoons who don't even understand why they need to use "Full Thrust", or Samurai that don't realize they have a 50 kenki instant boost skill to tap into because instead of teaching someone how an ability works, the game just announces you gained X ability, which may or may not pop onto the hot bar in the first available slot it can find, while the person is out-leveling current content by about 10 levels.


Reply With Quote

