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Last edited by EnigmaticDodo; 10-15-2021 at 12:43 AM.
I don't think telling people "you got a new skill! read the description and test it out!" would help if they refuse to try things for themselves. Seems like many players wilfully choose to do the bare minimum.
Shucks, it would appear i just described how people behave in all multiplayer games...
The thing is if people don’t have an interest in figuring the game out they won’t try to figure it out. The mechanics in this game are very simple. It should be common sense that a healer is expected to DPS, that AOE spells are almost always better to spam than single target when there’s 3+ targets, that pulling the max amount of mobs you can handle is ideal, etc. These things are really obvious to anyone who reads tooltips or uses critical thought to figure out how to maximize their potential. But the fact is not everyone has interest in doing such. They play games just to push buttons and get loots “efficiency” be damned
You can't teach someone who's not interested in learning. You can't get someone to put in effort when they feel the content is beneath them.Title. (and no, the smiths outdated tutorial doesn't count)
I'm getting sick of running dungeons, trials, etc. whatever the hell content, and people just don't have a clue.
The usual suspects are out:
- Healer who stands still, doesn't deal damage, cant even keep up with healing
- DPS who single targets mobs when you have like the entire dungeon on you
- Tanks who just sit there and pull 1 group at a time
- People at max level who have no damn idea how to play their class whatsoever (example: Fire 1 Mage at level 80.)
What the hell is going on?
I've been feeling like I'm some crazy elitist just because I have an expectation that you have like an iota of competence.
IDK, detract me. Thanks.
Also, Im not going to bother trying to teach people things in game. Been there, done that. You get screamed at.
Those who are willing to learn and put in effort are doing it already.
You can actually. By making dungeons (especially those in Duty Finder: Expert) a bit harder, so people have to learn.
Remember the time, when the demon wall could actually wipe the group? And that was the first boss of level 50 dungeon ^^.
Maybe somebody may notice that leveling dungeons (71) are kinda harder than high level "Expert" dungeons (80). At the moment, its nearly impossible to wipe in a level 80 dungeon.
- Queen of Heal 2022 -
This is kinda tricky. I actually wouldn't mind some more challenging dungeons, but the status quo at this point is pretty much... maybe mildly challenging or inconvenient when it's brand shiny new, but then absolutely faceroll before long. Idk how well an increase in difficulty would be received. From what I remember, Blizzard tried to make normal dungeons in WoW harder once... and people hated it. It wasn't a change that lasted long.You can actually. By making dungeons (especially those in Duty Finder: Expert) a bit harder, so people have to learn.
Remember the time, when the demon wall could actually wipe the group? And that was the first boss of level 50 dungeon ^^.
Maybe somebody may notice that leveling dungeons (71) are kinda harder than high level "Expert" dungeons (80). At the moment, its nearly impossible to wipe in a level 80 dungeon.
Genuinely curious what you mean by relatively new here. I mean, I'm not even a huge fan of the blanket expectation/attitude that you should try to maximize dps as a healer in this game (unless that's what you mean?), but this is definitely not the first or only MMO I've played where dpsing as a healer was common. I mean, the only real difference is that in like, WoW or Aion or whatever pick your MMO, it's usually just a sign that your group is good enough to not really need much healing. I never really prioritized it in those other games, but I mean... I still did it. If you have the margin and freedom to dps, why wouldn't you? Makes things more interesting than just sitting there when no one's getting hit as well.
I know its tricky xDThis is kinda tricky. I actually wouldn't mind some more challenging dungeons, but the status quo at this point is pretty much... maybe mildly challenging or inconvenient when it's brand shiny new, but then absolutely faceroll before long. Idk how well an increase in difficulty would be received. From what I remember, Blizzard tried to make normal dungeons in WoW harder once... and people hated it. It wasn't a change that lasted long.
To be clear: I m not against Quality of Life or making jobs more accessable. But the problem is, if you keep simplifing/nerfing the game, the challenge get lost. Without challenge, players get bored. And bored players wont learn anything.
People get frustrated very fast, if someone wiped the group in an already easy content. Back in ARR-days, there was almost no toxicity, because you know that the content was hard and even small mistakes can cause a wipe. And that was ok. But since FFXIV is not a niche-MMORPG anymore, you cant just make dungeons harder.
1. ilvl-Sync. It doesnt work properly. Thats the reason, why Unreal exists... . But other than that, with current gear, you get stronger with each add-on. You can skip mechanics completely (like in Syrcus Tower). Additionally, you re reduced by a few skills, which isnt fun. Every job is focused on max level. Bozja may be a good example how sync correctly. Instead of taking away skills, you re already level 80 and can level your class simulatenously. For someone at level 79, its no fun to run Sastasha with a handfull of skills.
2. Level-experience. The problems are not shop-potions or "fast" leveling. Its the way how you level. The most efficient ways are FATEs (Bozja), Dungeons, Dailies. But that can pretty repetitive when you re planning to max level all 17 (with Endwalker 19) jobs. Since there is no actual challenge, you can brain-afk level your jobs all the way. There is no actual way where you have to learn your class (if you wont do it yourself). It would be nice to have something like a (mandatory) advanced tutorial where you have to clear specific objectives and get reward with a good amount of exp (like hall of novice).
3. Same Dungeons. Maybe make them a tiny bit harder. But more important, add more variety into them. We got tons of dungeons (which look and sound nice) with the same 3-boss-scheme. Why not having 4 bosses or just 1? Or a huge (but weak) group of trashmobs. Or different paths to choose from. But its always the same ride. Dzemael, Brayflox HM and Bardam are good examples of how to make dungeons more exciting.
To improve the player base, some reworks must be done. You cant just point the finger to other players, if the game basically allowed players to play it that way.
"Why should I do damage as healer, when I cleared all dungeons that way already? If I can "beat" the game by just doing a heal every minute, it wont be wrong, right?"
And then comes Extreme and Savage difficulty...
- Queen of Heal 2022 -
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