

Expert dungeons are not any harder than normal dungeons. They're exactly the same.I am not a good tank or healer but i like to do dungeons with the roulette. So normal content is just perfect for me, i am not doing expert runs. So why make the normal dungeon more difficult when there is a expert mode already?
And think about when dungeons should be more difficult, players will use tools like dbm in WoW, does this make sense playing like in WoW where players can not play anymore without all the addon tools?
@bold... yeah... about that. Players already do.
Most expert dungeons are easier than normal dungeons lmao. Are you a new player? If so then you should know expert dungeons are basically a meme. They’re called that but they’re everything but.I am not a good tank or healer but i like to do dungeons with the roulette. So normal content is just perfect for me, i am not doing expert runs. So why make the normal dungeon more difficult when there is a expert mode already?
And think about when dungeons should be more difficult, players will use tools like dbm in WoW, does this make sense playing like in WoW where players can not play anymore without all the addon tools?
I'm hoping the Criterion dungeons in 6.2 will add some mid/hardcore challenges for smaller groups of players or soloists...though I'm not going to get my hopes up until we actually see some details.


I remember the times of when Shinryu first came out back in 4.0 and threads about The Burn back in 4.4. I myself would appreciate a little harder content myself. However, as long as casuals and those not willing to put in effort to play pays the bills, the dungeons, trials, and regular raids will be the same way they are for years to come.(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.
Frankly to everyone wanting harder content, be the change you want to be. Try to reasonably help others learn about the basics of the game or the mechanics of dungeons without using questionable language or things the would violate terms of service. Sure there are some who refuse to improve their skill and get by with the story, but among them there may be people who appreciate your willingness to make their dungeons runs smoother.
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn



Okay - point taken. I guess anything is going to seem like an improvement after watching a game you've played for over ten years turn into a gamble-box reliant, content starved, cash-grab that feels like it's pretty much on life support.
"Normal content is too easy."
Meanwhile, getting Titania in roulette with a bunch of randoms:
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The fact that you can get hard carried through pretty much every MSQ duty while Titania has a dps check, knockback overlapping with other mechanics, responsibility for both tanks, adds hit fairly hard on tanks compared to most DF content and you have to watch your surroundings a bit for the circle aoe and star marker pattern because both can easily kill you on their own and circle aoes have a spread right after that usually one shots people with 2 or more vuln stacks.
In short it's a bit of a difficulty spike after facerolling for hours on end.
The fight itself isn't that difficult but you can't run around like a headless chicken. I've seen most deaths happen to people forgetting the stack mark during the aoe rays, getting the few poor souls that tried killed, then the OT being used to being a tankier dps, not putting on stance for adds while one of the adds kills off dps and healers one by one and lastly spread marker PvP right after the circle aoes - if you made it past the add phase with all the deaths.
Add phase is the biggest problem for parties, if you survive that you still see plenty of deaths but they can't wipe you.
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