Oh i didn’t mean physick i know it’s pretty trash xD i meant Rekindle which is a 600 potency single target heal that scales off int and then everlasting flight which is a 100 potency per tick aoe regen that also scales off int.For Summoner Physick still scales from the Mind stat which Summoner does not have. Square doth not appear to know how to unlink this skill from base class Arcanist or create new deviation in code base without borking Scholar. They could create hidden trait that upgrades Summoner Physick into :Physick (SMN): within code then copy paste skill or I do not know.. remove it would work. Fork Physick into Physick (SCH) and Physick (ACN) in code base then can remove from Summoner. Mah.. what am I even saying, dev team too busy with big sweeping changes like Regen now costs 100 less MP...
Aye! Those are pretty decent. Heck, you can actually drop one or both healers during Extremes for this or bring Summoner instead of Healer for expert dungeons. Was more of general comment for several posters and had no clue who I should reply too. ;P
Speaking of dropping healers for deeps... Feels great, really makes me wish to continue playing must say.
Ive had friends quit because the game is mind numbing easy.
And this is not by design. They didnt do this to cater to everyone. It was unintentional side effect on changing dps of healers and tanks for shadowbringers. Whats making the game too easy is that tanks and healers do good damage now when in the past it was more traditional. I definitely welcome this change but its made playing the game too boring. When I first showed a friend the game when we got to ifrit normal he was like "man ive never fought a boss like that in an mmo. Felt more like a real boss from another game. I wamt to queue up again." Now recently I showed another friend and at the end of the ifrit fight he was like "thats it? That sucked."
I understand having story mode to be easy difficulty but what we got now isnt easy, its stupid.
What do you expect? The game is for "casuals."(reposted from feedback forums on suggestion from other posters, i dont know how to move the entire thread so i copy/pasted my post w/replies, original thread with some helpful input at https://forum.square-enix.com/ffxiv/...nt-is-too-easy )
Why is the game so easy a person who is half asleep could play it with no problem? You wonder why no one knows how to play well, yet make all of the content ridiculously easy. I'm no pro, but its kinda silly how all of the content save extremes and savage is so easy to learn and play with no difficulty whatsoever. People play games to enjoy mental stimulation, and when every single mechanic is telegraphed, repetitive, and predictable, the content becomes very linear and boring. What ever happened to the final fantasy of old, where people had to actually practice and grind fights to clear them? You wonder why there's level 90 white mages casting cure 1 and dragoons single target attacking on dungeon pulls, when the normal game content is so easy it allows players to coast through without actually learning how to play. Just food for thought. Don't forget players who actually play games to enjoy a challenge. Don't leave them out to dry because many other people cry when something isn't spoon-fed to them. Make final fantasy great again! Encourage people to learn and get better, not rot and wither away in normal dungeons which poses about as much difficulty as connect four for a toddler.
R1:There is a difference between being "casual friendly" and downright childs play. The game has become the latter. It's gotten to the point that you don't even need to follow mechanics to clear the material. The game becomes essentially effortless to play since every single "mechanic" is so heavily telegraphed and announced that it becomes a matter of just responding to the same visual cues over and over again, in different settings. I'm not arguing that everything should be savage difficulty. But the normal material (dungeons, trials, most normal raids) is simply boring by how little effort it requires to complete it. It feels like busywork more than an enjoyable interactive game. I don't think every single AOE needs to telegraphed. Not every tank buster and stack needs a huge marker with a 5 or more second warning. Let people enjoy the game by learning the fight, even if it takes a few or more tries. ff14 will never be a great game if it just stays a mindless exercise. People who actually enjoy video games want more, they want to be challenged, they want to be frustrated, they want the opportunity to figure out something which is difficult. The entire game minus the hard content doesnt need to, and shouldnt be, a politically correct easymode that anyone with even a low level of consciousness can breeze through.
It is perfectly possible to play casually and still retain the ability to press a button every 2.5s with the odd OGCD. Being bad at the game is a choice, not something that’s forced on you or genetic.
Imagine a racing game where all you needed to do was hold the accelerator to win. That’s not fun.
A fighting game where the enemy didn’t fight back.
That isn’t fun either. So why is it fun to be able to win in an mmo with zero effort also?
The game is not easy, every long time player just became a bit better.
There is also the usual scaling problem in Low Level content due to power creep, but that's still the same since I started in SB.
Yes, you can queue in for leveling roulett without a healer and clear ist, but that was already possible in SHB and SB.
The best example that the game is not becoming easier is the alliance raid. Just compare a CT one with the HW.
Both are "old" content but the difference in difficulty is huge.
But still, you hear horror story's about the CT.
Let me know when that happens. Because I’m still positioning, dodging aoes, cleansing debuffs, keeping the tank alive, saving the run as PLD, and so much more after three and a half years and almost 5800 hours.It is perfectly possible to play casually and still retain the ability to press a button every 2.5s with the odd OGCD. Being bad at the game is a choice, not something that’s forced on you or genetic.
Imagine a racing game where all you needed to do was hold the accelerator to win. That’s not fun.
A fighting game where the enemy didn’t fight back.
That isn’t fun either. So why is it fun to be able to win in an mmo with zero effort also?
You're 100% on point. My FC had difficulty with CT raids back when they were current content. It was the same for all raids and even many dungeons (looking at you HW) when they were current. These days, going back I've found them to be a lot easier and realized I'd simply improved over time. Having to deal with multiple mechanics coming in quick succession in EW content especially has made me more aware of things and helped me deal with mechanics that would have blitzed me back in the day.The game is not easy, every long time player just became a bit better.
There is also the usual scaling problem in Low Level content due to power creep, but that's still the same since I started in SB.
Yes, you can queue in for leveling roulett without a healer and clear ist, but that was already possible in SHB and SB.
The best example that the game is not becoming easier is the alliance raid. Just compare a CT one with the HW.
Both are "old" content but the difference in difficulty is huge.
But still, you hear horror story's about the CT.
Power creep and scaling mechanics make it a lot more forgiving, but we still need to pay attention to mechanics, avoidance, and healing/damage to get through them smoothly.
Absolutely, the HW were a big step up in difficulty and the SB and ShB alliance raids were an even bigger step up. Given the number of people I see die in them, it's clear they're all still challenging for people who haven't run them tens or hundreds of times. Anything will get easier, perhaps even boring, once you've done it a lot. That's the textbook definition of having a raid on Farm; the group has it down so well that it takes little to no effort to clear.
Indeed!
The player base getting better at mechanics isnt even a factor or at least not as much of an effect as the power creep.
Again I have new players quit on me because the game is stupid easy. Im not asking for super high increase in difficulty but only to address the fact that bosses die to fast and mechanics can be outright ignored except for one shot kills. LoTA is a great exanple. On release it was easy enough but challenging. Now its a joke. Thats a lvl 50 example. It ruins the story beats also when ifrit a literal demi god gets destroyed and humiliated.
What i wish is to keep the shadowbringers dps but have original ARR difficulty back. It was easy but still enjoyable.
Honestly, I think the trials already ask a lot of the average player. When I did Zodiark I was grouped with several other first timers and after multiple wipes we never got him below 40%. I have similar tales for just about every trial I've queued for in the MSQ where the groups are predominantly people new to the encounter. Dungeons generally haven't been bad except for The Burn (only the tank was experienced with it), which after numerous wipes I thought I was going to have to re-queue for but we finally managed it.
Were it not for the fact that the content is mandatory for progressing through the MSQ I'd say go nuts with the difficulty. However, since it is, as far as I'm concerned some of it could stand to be toned down some. Now that they're adding trusts for (eventually) everything hopefully there can be more of a MSQ-mode for people like myself who just wanted to experience the story. Makes me wish I'd waited a year to start playing because trusts have been the best thing ever for my enjoyment of the game.
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