



I meant to say more like vuln stacks, trusts cannot save players who have more than 2-3 of those on boss raidwides, and while they are pretty consistent at healing w2w as a tank you cannot survive them without rotating cooldowns properly.
Авейонд-сны



An increased awareness of 6.1 is appropriate. It is the first patch after the conclusion of a major story arc. In many respects it is going to set the tone for what to expect from the game going forward. What's in this patch is going to determine for a lot of players, whether they quit now that the original story is over or keep going to see what happens in the next story.There really seems to be a sense of almost… exaggerated dread around this patch. Not thats anything new. I feel like every MMO I have ever played gets such discussions when class changes are implemented. I just feel that we are a long way from jobs that can play themselves or totally loose their uniqueness. Not to say we should not question the choices made, but I feel the reasons the devs are making such changes are more complex then just ‘They want to make it easier for casuals.’
I cannot comment on say, the SAM changes, as I have not played it much and even then I would like to wait and actually play the class after the changes to see. That said I feel ‘button bloat’ is a real thing that needs to be carefully controlled as we raise in levels. Having a rotation that takes up several rows is not going to be everyones cup of tea. Is removing skills the answer? I do not know. I was not much of a fan of how they cut down Summoners core set, but then others love the changes. I am personally a fan of making more skills transform during combos, a bit like Gunbreaker and Red Mage do. Its a good way to keep the bars neat but not sacrificing skills, and I wish they would add it to more Jobs.





Yeah they definitely can't keep you alive if you run around with 16 vuln stacks, lol.
But that's one thing I really enjoy about Trusts. They're a great opportunity to take your time and puzzle out something that is giving you trouble rather than just getting tugged along like a kite with players.
That's just people wanting to feel special because they pushed the button more than others.
The only thing Dark Souls is an indicator of is your ability to memorize patterns, and react to them. It becomes VERY easy for that reason, as the speed is often slow enough for you to start reading frames. Sekiro is what I'd consider the pinnacle of difficulty, since the final boss is a pure skill based boss fight testing everything you've ever learned over the course of the game, and ends up being the fastest, most hectic fight since there is NOTHING you can do to heavily push it into your favor, just you and the final boss in an epic hectic battle to the death.
Also this thread is a statistical black hole, because simplification began with Stormblood where also the rapid growth of the playerbase began.
So if you make a simple line graph, you could make it a function of x being straightforward gameplay and y being MAU and you would probably get a straight line going up.
I don't know if you actually read the OPs post or you are posting on the wrong thread? They did not even mention anything about dungeons. Everything they said strictly related to job complexity and that pruning abilities is not a solution.But the OP is asking for increased complexity across the board. I think if they were asking for an optional increase (like split dungeons into "story mode" with trusts and slightly more tuned "normal mode" with players), I don't think anyone would have objected.
I do agree it would be nice to have dungeons where wall to wall isn't possible, or you actually have to use CC for real.. with corresponding XP/tomes increase for time invested.
I am personally not even against making gameplay slightly harder, just not convinced it is going to be better for the game long term.

I think there is good pruning and bad pruning.
For example, the gunbreaker changes are really good since no abilities are removed and those on different buttons are simply condensed to one, which allow for players to play the job without extra button bloat.
However, the latest samurai changes where an iconic ability is removed is simply bad because it dilutes the flavor of the job and removes an essential part of its gameplay, without returning anything back.
Just did some test runs of Vigil and Brayflox and.. it is so sterile now. Anything that made the bosses there even remotely threatening is just gone. Am fairly certain I could afk as tank and the trust AI would keep me alive. Certain mobs were removed along paths too reducing pull size. Sadness, enjoyed seeing friends attempt the insane Vigil pulls the first time there and every blunder this caused. Gone now..
Baited aoes are gone from last boss. Second boss only does single buster, flatten has been removed, then stands around doing diddly between raid wide > buster > single easily dodge able mechanic. By the twelve these dungeons could put a Mia too sleep before but will absolutely dread rouletting into them now. May make macro to press buttons for me that I can push every so often and use that roulette to procure foods.
I think players in this thread need to remember that these are MSQ duties that have been adjusted and for good reasons - start as a new player (not a vet) and play DPS then find yourself stuck in queue after queue just to progress your storyline.
Harder content without the AI systems is there and continues to be added. This is all about keeping the new players progressing instead of dropping out because they cant face wasting time in another queue.
I am darn sure the devs would not have added it otherwise.
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