Quote Originally Posted by Avidria View Post
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.
I know its tricky xD

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...