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  1. #1
    Player
    Tehmon's Avatar
    Join Date
    Feb 2022
    Posts
    449
    Character
    Ryutaro Mori
    World
    Omega
    Main Class
    Dancer Lv 90
    I feel like trials (except maybe the really early ones) and raids have a pretty decent difficulty, but I think they just need to speed up the momentum of dungeon boss fights especially.

    The mechanics need to start overlapping sooner, and not every mechanic needs to channel for 5+ seconds.

    At the point when the mechanics start overlapping and the fight actually gets a bit interesting, you've already downed 3/4 of the boss' health.
    (2)

  2. #2
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Tehmon View Post
    I feel like trials (except maybe the really early ones) and raids have a pretty decent difficulty, but I think they just need to speed up the momentum of dungeon boss fights especially.

    The mechanics need to start overlapping sooner, and not every mechanic needs to channel for 5+ seconds.

    At the point when the mechanics start overlapping and the fight actually gets a bit interesting, you've already downed 3/4 of the boss' health.
    A lot of old content that was "Normal" level difficulty and fine as they were is currently "Very Easy" because the ilvl sync is way too lenient with modern Job skills. This leads to people ignoring the mechanics and even skipping quite a lot of them. If they tried to bring the content back to Normal difficulty it would make leveling and story progressing feel more meaningful while not being overtly difficult. How can you expect players to become familiar with mechanics if they can be straight up ignored or never seen in first place?
    To add to this, some ARR and early HW markers should be standardized with the later expansions as some of them make no sense with modern unified markers (like stack marker being purple split marker in WoD, Sohm Al having Red and Blue split markers where Red is actually stack etc.)

    EW itself is bit odd case too since the 81 dungeon is probably the hardest of them along with 90 story one (which is due 2 of the bosses being actually fairly good), most others are really simple and straightforward.

    They really should hold stuff like 81 final boss and 90 first and second boss as the standard for boss fights as those feel hectic and are fun to fight. Not stuff like the 83 final boss which was major dissapointment in abilities or even worse some other 3 easy mechanic bosses.
    (3)

  3. #3
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by ThaCa View Post
    A lot of old content that was "Normal" level difficulty and fine as they were is currently "Very Easy" because the ilvl sync is way too lenient with modern Job skills. This leads to people ignoring the mechanics and even skipping quite a lot of them. If they tried to bring the content back to Normal difficulty it would make leveling and story progressing feel more meaningful while not being overtly difficult. How can you expect players to become familiar with mechanics if they can be straight up ignored or never seen in first place?
    To add to this, some ARR and early HW markers should be standardized with the later expansions as some of them make no sense with modern unified markers (like stack marker being purple split marker in WoD, Sohm Al having Red and Blue split markers where Red is actually stack etc.)

    EW itself is bit odd case too since the 81 dungeon is probably the hardest of them along with 90 story one (which is due 2 of the bosses being actually fairly good), most others are really simple and straightforward.

    They really should hold stuff like 81 final boss and 90 first and second boss as the standard for boss fights as those feel hectic and are fun to fight. Not stuff like the 83 final boss which was major dissapointment in abilities or even worse some other 3 easy mechanic bosses.
    Hard agree with all points.

    I played at 2.0 launch and didn't come back until 5.2 and started over and watched MTQ guides for every dungeon as I came to them. I remembered how to stop the adds in Sastasha and ran around hitting the water and noticed nobody else was doing it. It took me until StB to realize that most of the mechanisms just don't matter anymore, and that's the big problem.

    Some of the EW fights were great, and others were a little disappointing. Though, I feel like the last boss in the 85 dungeon was a little too easy, but saw someone in NN saying that they gave up on running it with a trust after 60 minutes and refused to run it with a trust anymore and instead wanted to be carried..errr....run it with other people.
    (4)