Troll thread.Expecting 8 people to perform 15 minutes of mechanics without losing DPS, without a single death and all this while poorly communicating is the crux of everything that makes Savage raiding a horrible experience, the icing on that inedible cake is enrage which enforces this mechanic through fake difficulty and removes any flexibility or room for error.
It's no wonder all the toxicity in FFXIV comes from the savage raiding community, which is in turn why we have all these parsers controversies which are taking up the devs focus. This problem could easily be fixed by offering a little wiggle room for mistakes and removing the pointless enrage function but I guess that's not happening any time soon.
Now I'll sit back and wait for all the accusations of "trolling" or me not "gitting gud" to spew forth like the contents of an overflowing toilet.
The way combat is designed in this game doesn't really allow for any form of real difficulty tho.
Everything is just a Synchronized Dance while pressing your buttons really fast and inline with other players.
What is "real" difficulty? I'm fairly sure that you just described basically every video game.
If there is something that someone can do better/worse than another player and if success/failure is based on how well/poorly you do those actions, that is difficulty.
This seems like a very pedantic argument.
Anyway, enrage isn't "fake" difficulty. The goal of enrage is to set a required amount of performance while also allowing people to continue "practicing" after they had basically already failed.
The enrage timer specifically IS the wiggle room for mistakes. That's what it's there for.
Its savage tier...Its supposed to be relatively difficult. That said you can easily have a couple deaths and still clear the fights. You'll be closer to the enrage timer depending on gear and dps output of everyone else, but as long as everyone is using food and pots it shouldn't be a problem.Expecting 8 people to perform 15 minutes of mechanics without losing DPS, without a single death and all this while poorly communicating is the crux of everything that makes Savage raiding a horrible experience, the icing on that inedible cake is enrage which enforces this mechanic through fake difficulty and removes any flexibility or room for error.
It's no wonder all the toxicity in FFXIV comes from the savage raiding community, which is in turn why we have all these parsers controversies which are taking up the devs focus. This problem could easily be fixed by offering a little wiggle room for mistakes and removing the pointless enrage function but I guess that's not happening any time soon.
Now I'll sit back and wait for all the accusations of "trolling" or me not "gitting gud" to spew forth like the contents of an overflowing toilet.
People say that about souls games all the time "it's not real difficulty, the game just cheats"
Souls bosses have relatively few movesets and they telegraph pretty heavily. All you need to do is remember the dance and dodge at the right time. Easy.
Enrage isn't fake difficulty, though. Enrage sets a goal post. The normal content without Enrage has the wiggle room and room for error. Savage is supposed to be a step up.
All content in this game follows set patterns. Enrage is necessary in that setup to set the goal for the harder content to challenge those tackling it.
If they didn't have Enrage, they'd need to randomize mechanics more because where is the challenge without a goal to hit? And randomizing mechanics has its own set of issues.
Honestly I think they're unlikely to ever improve by more than insignificant margins. Their mindset is stubbornly set at "all my faults are someone else's fault".
For once I have to say "troll thread" and leave it at that.
Never been fond of hard enrages. They just feel like *times up, now f off.
Enrages can be creative, like greatly increase the frequency of avoidable damage attacks like the balls and heads in a certain expert trail.
Without enrage you could just brute force a fight. Enrage forces you to keep your mistakes down and die as little as possible. This is how FFXI was for new fights. There was no enrage (most bosses for spawned in the open world) so you just brough in as many players as possible, rotate them in and out of the party and just brute force the fight. It would take 30 minutes to an 1 hour to kill the boss. I'll stick with preferring the enraged timers.
To be fair, there is something to be said about rng in a well designed boss fight.What is "real" difficulty? I'm fairly sure that you just described basically every video game.
If there is something that someone can do better/worse than another player and if success/failure is based on how well/poorly you do those actions, that is difficulty.
This seems like a very pedantic argument.
Anyway, enrage isn't "fake" difficulty. The goal of enrage is to set a required amount of performance while also allowing people to continue "practicing" after they had basically already failed.
The enrage timer specifically IS the wiggle room for mistakes. That's what it's there for.
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