Page 19 of 31 FirstFirst ... 9 17 18 19 20 21 29 ... LastLast
Results 181 to 190 of 302
  1. #181
    Player
    sharknado's Avatar
    Join Date
    Aug 2021
    Posts
    353
    Character
    Sharknado Shortcake
    World
    Alpha
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ath192 View Post
    The easy fix is to make all roulette content min ilvl by default. It won’t make it that much harder and at least the content will not be so underwhelming new players wishing for fulfilling experiences quit out of boredom.

    Barely and Dev time spent in this and more challenge.
    It's not as easy as this. Yesterday on my alt Pala I did multiple "The Wanderer's Palace" ARR that has ilvl sync. The "pro group" went throgh it really quick and during trash pulls I had not HP dips even. But I also go few sprout groups, some doing it first time. In some cases I had to cut the pulls much quicker like pulling 1/3 or 1/2 of max pull wall distance and even using my big cooldown to stay alive. Then on the last boss on some groups the DPS was much lower and multiple mob waves spawned (and sometimes killed so the boss enraged more), even had one wipe there.

    The groups are random. There is no "performance score" of each player considered so you can't really balance around the top of the playerbase that just owned the place. And it's one version of the instance so it's always one difficulty level. WoW tried to provide challenge for the "top" which resulted with 4 raid difficulties and 4 dungeon difficulties with the last one having infinite scaling pretty much. But to have that WoW has a lot of player performance rating and gating/exclusion.
    (2)

  2. #182
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    The way access to content difficulty is designed may be the issue. Let's say I want to play something more difficult spontaneously, well you can't really - there is no dutyfinder roulette option for something more engaging. Any content outside the trivial scope is directly gated by having to join either statics, partyfinder groups or discords. Nobody is ever using Raidfinder to queue into content with randoms, I think it would profit if it wouldnt be so pushed back into a niche but instead be just 1 dutyfinder. Why not make an "unreal dungeon roulette" option as a daily with min ilvl and some random modifier idk, it would be way more interesting for people who have played this game for a long time.
    Don't think many just want to balance content perfectly forever here, they just notice they want a less trivial option besides it.

    So why is there not a way to join harder content more easily with the dutyfinder? When I played ARR, people played t5,t7,t9 and t13 in dutyfinder, it often failed but we still queued for it. And it is not even a JP - EU/NA difference, the game itself is designed in this way to promote this exclusion of more engaging content sadly.
    (3)

  3. #183
    Player
    sharknado's Avatar
    Join Date
    Aug 2021
    Posts
    353
    Character
    Sharknado Shortcake
    World
    Alpha
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    Why not make an "unreal dungeon roulette" option as a daily with min ilvl and some random modifier idk.
    And you will get random people, some that peform at fraction that is expected. As this is way harder content it will cause multiple failures and overall bad emotions or perception of the roulettte, even player hostility. So to prevent that on a game level you have to gate it in some efficient way, mostly personal performance on given job which won't be easy for the game as it doesn't have such data. If there will be no real limits then it will soon like extreme trials or coil - "don't do it via duty roulette".
    (1)

  4. #184
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by PangTong View Post
    I don't think it's fair to say "just do Extreme/Savage then" either. The vast majority of content in the game is normal mode and there's no reason it shouldn't be fun. Everyone has reason to run that content, not just players who don't do Extreme/Savage. Trivial content isn't fun. If people want content to remain trivial so it's faster to farm, they may as well just implement a system where you wait some given amount of time and then have the rewards given to you automatically.

    I humbly ask the devs to do something. Even just dialing up the enemy HP on old content by a bit would go a long way. Implementing ilvl scaling for old trials and normal raids would be nice too. If you're worried about people complaining about their duties taking longer, feel free to increase the rewards by an appropriate amount too.
    The older content in all of the expansions is easy. Some of it isn't so easy to do if you haven't done it in a while. I am not talking about pre-stormblood like you have said. I'm talking about all of it. From 2.0 - today. Rinse and repeat content enough and it becomes second nature.

    All mob packs die in 10 seconds, it's not just the earlier expansions. The expert roulettes are no exception to this rule.

    I have been getting back into the groove and I did a 60 roulette. Everything just...died. No real effort, except when DPS stand inside AoE's and the tank pops every single cooldown at once only to have nothing at the end but sweet sweet release of death.

    Though I will admit, the trials for instance and some dungeons can be more punishing for newer / forgetful players. I never completed the weapon storyline and finally did Diamond weapon a few nights ago. I said I was the sprout but watched a video..despite that all the other people said "I don't remember this..." and..died...a lot. I had to raise both healers, tanks got thrown off the platforms.

    The earlier stages though are mind-numbing easy. There's no way you can be punished unless you literally stand there and everyone else goes to play another video game while you're in combat.

    You can ask the dev's to do something, in return though are you okay with no newer content? They can only do so much. Even the smallest adjustments have bottlenecks that we're all unware of. Still, there's a lot that can be done in trials / dungeons to make them not last longer but overall become more satisfying. This would mean raising the difficulty by more than just HP pools. It would also allow players to utilize our toolkits more. I dare say it would also encourage the need for level sync to not remove actions / abilities but more so reduce their potency in some cases.

    I'm agreeing with you, but I don't think it will happen since doing adjustments like this would take away from newer content rolling out. I believe there would be a lot more fire and pitchforks if they had to take content and push it back. We can always hope! Those of us who want to see adjustments made to content already available that isn't extreme or savage.
    (0)
    Last edited by Leigaon; 02-02-2022 at 12:32 AM.

  5. #185
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,791
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by sharknado View Post
    It's not as easy as this. Yesterday on my alt Pala I did multiple "The Wanderer's Palace" ARR that has ilvl sync. The "pro group" went throgh it really quick and during trash pulls I had not HP dips even. But I also go few sprout groups, some doing it first time. In some cases I had to cut the pulls much quicker like pulling 1/3 or 1/2 of max pull wall distance and even using my big cooldown to stay alive. Then on the last boss on some groups the DPS was much lower and multiple mob waves spawned (and sometimes killed so the boss enraged more), even had one wipe there.

    The groups are random. There is no "performance score" of each player considered so you can't really balance around the top of the playerbase that just owned the place. And it's one version of the instance so it's always one difficulty level. WoW tried to provide challenge for the "top" which resulted with 4 raid difficulties and 4 dungeon difficulties with the last one having infinite scaling pretty much. But to have that WoW has a lot of player performance rating and gating/exclusion.
    So? Not a big deal… it’s means you had to think and go at a pace that was acceptable for your party. Hardly reason to keep it as easy as it is. Good for you for being a considerate tank. Wipes and failures are not a bad thing and if people get upset at them then that is their problem, because the content was casual level when it was released, so they should take it as an opportunity to learn and do better rather than cry about it to the devs.

    In my experience the majority of the player base does this, it’s only a few vocal people that cry out instead of getting back up and trying harder. It’s not savage… just a regular dungeon.

    Maybe if the game presented more of a challenge and gave a more fulfilling experience after the MSQ droves of people wouldn’t unsubscribe as soon as they are done with the story. Fans of casual challenges will find nothing to do after MSQ. It’s all a snooze fest or savage and extremes.
    (3)

  6. #186
    Player
    Denji's Avatar
    Join Date
    Sep 2013
    Posts
    894
    Character
    Daddy Milkers
    World
    Behemoth
    Main Class
    Marauder Lv 86
    i think part of the disparity over whether or not the game is too easy is because there are two different playstyles. there are people who save everything for emergencies and people who just use things when they're free to do so. the same people who horde their expensive/rare items in the more traditional FF RPGs have a tendency to do the same with other aspects of each game, such as skills, abilities, MP, etc.

    so for one dungeon you get a tank or healer who refuses to touch their cooldowns "just in case" which makes it extremely slow because, well, y'know, ffxiv encourages the usage of said cooldowns since they all have very short recast times (excluding 1-2 more powerful ones).

    because of this i feel that an increase in difficulty would still be useful not just because the game -needs- it but because it would force those players -- the ones who who sit on their cooldowns the entire dungeon and let them got to waste -- to actually use them and discourage this practice.

    also healers just need help lmao. i said this in a previous post but conjurer/whm is so absurdly underpowered in low level dungeons while ast/sch/sage are throwing down aoes or shields or things like essential dignity, lightspeed, phlegma, physis or in scholar's case just letting their fairy do their work. stone II is pretty strong but honestly doesn't make it for the additional work you need to put in. of course it changes once whm has access to regen, medica II, asylum, presence of mind, holy, eggs benediction and tetra. just pop swiftcast, get an initial holy off to stun everything while you assize and throw a regen/(or 2nd shield to replace the first that is now gone) on the tank then just presence of mind and holy-spam until it's all dead because everything's now stunlocked.

    late-game sch/sage on the other hand struggle with doom debuffs that need to have the person's HP maxed or when they have a bad drk who activates living dead
    (0)
    Last edited by Denji; 02-02-2022 at 05:18 AM. Reason: clarification, typos.

  7. #187
    Player
    sharknado's Avatar
    Join Date
    Aug 2021
    Posts
    353
    Character
    Sharknado Shortcake
    World
    Alpha
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ath192 View Post
    In my experience the majority of the player base does this, it’s only a few vocal people that cry out instead of getting back up and trying harder. It’s not savage… just a regular dungeon.
    Casual game introducing less casual content would create some pushback, depending what that it would provide but still I was referring more to this topic: https://forum.square-enix.com/ffxiv/...vent./page3408 that has right not almost 3500 pages of posts. I'm just afraid that if the implementation wouldn't be just right it could lead to WoWishation of the community, especially those actively playing the harder dungeons and liking the difficulty.
    (0)

  8. #188
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    Quote Originally Posted by van_arn View Post
    We're not asking for hard content. We're asking for easy content.

    Older content is trivial now. It needs to be made easy, so no matter what you pick you're not clearing by ignoring all mechanics.

    Yoshi has kindly asked us to respect the content before. My retort is simply, "make us."
    Easy = trivial if you have any modicum of skill in this game.

    The content is designed for lowest common denominator.
    (0)

  9. #189
    Player
    Lily_Skye's Avatar
    Join Date
    Oct 2019
    Posts
    295
    Character
    Lily Sky
    World
    Lamia
    Main Class
    Red Mage Lv 90
    jokes on you i love easy content
    (1)

  10. #190
    Player
    NanaWiloh's Avatar
    Join Date
    Aug 2015
    Posts
    2,435
    Character
    Nana Wiloh
    World
    Lamia
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by kpxmanifesto View Post
    Lol not sure if this is a troll post, but that's the point I'm bringing up.
    No not trolling compared to other roles tank survivability is in a league of its own.
    (0)

Page 19 of 31 FirstFirst ... 9 17 18 19 20 21 29 ... LastLast