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  1. #1
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100

    The older (pre ShB) content feels WAY too easy.

    This is not a "game too easy, make harder" thread. I've been leveling a lot lately and i've noticed a pretty big issue. A lot of pre shadowbringers dungeons, trials and raids feel really off, numbers wise. Case in point: Singularity Reactor. I did that on gunbreaker earlier today and there were at least three new players in that group. In that instance, I had 16k HP. Thordan's autoattacks were hitting me for less than a thousand. Every raidwide was dealing less than a tenth of each party member's HP, no shields, no mitigation. We finished the instance in less than four minutes. I cannot imagine how anticlimactic that must have been for the sprouts. This is an issue in almost all older content I've done lately post ARR. Outside of some very specific dungeon pulls like the first pull of Bardam's Mettle, nothing deals any damage and can be killed effortlessly. I haven't gotten below half HP in I don't know how long. This issue seems to go away once you get to content in Shadowbringers.

    This isn't to complain about how the devs are making the game too easy or "accessible" this seems to be a genuine oversight in terms of how certain values scale. I say that mainly because in the revamped ARR duties (castrum, praetorium, porta) those are actually fairly challenging and there's a real risk of dying at a few points. Then you do king moogle mog and everything hits like a wet noodle and you can finish it in three minutes. That's a constant up until the start of ShB. Compare the damage and kill time of Royal Menagerie to Titania or Innocence. It's night and day and i'm sure it's downright jarring for newer players. I don't know if this has to do with the number crunch in 6.0 or has to do with item level bloat or what but it's a real issue.
    (9)

  2. #2
    Player
    AngelCheese77's Avatar
    Join Date
    Sep 2017
    Location
    Gridania
    Posts
    1,002
    Character
    Bjartur Arnason
    World
    Coeurl
    Main Class
    White Mage Lv 97
    I found it’s because of gear. Even when I do sync to a FATE in the 20s, my 66 WAR dodges every hit or hit for zero
    (5)

  3. #3
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by AngelCheese77 View Post
    I found it’s because of gear. Even when I do sync to a FATE in the 20s, my 66 WAR dodges every hit or hit for zero
    It's also because of potencies.
    Some potencies have basically doubled since ARR, so even if we disregard gear people are basically dealing double the damage lol.

    I really think the devs should go back and just do a huge rework of the way the content is scaled.
    (0)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,771
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    This has always been an issue and it has to do with how syncing works. Trials and raids are not item level synced, only level synced, so max level trials and raids are synced to the maximum item level of the expansion.

    The Singularity Reactor is designed for the gear you wear when you reach level 60 (item level 142). Higher level players sync to the maximum item level of Heavensward (item level 270). You are almost double the item level.

    Dungeons are different. Most of these get item level synced after a 40 item level difference. This didn't happen in some previous expansions and it caused there to be a massive difference in how easy the dungeons were if they were all new to it. You can see this problem in Gubal Library (Hard), the Antitower or Fractal Continuum (Hard).
    (12)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  5. #5
    Player
    Ronduwil's Avatar
    Join Date
    May 2019
    Location
    Texas
    Posts
    472
    Character
    Ronduwil Thaliakson
    World
    Goblin
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Jeeqbit View Post
    This has always been an issue and it has to do with how syncing works. Trials and raids are not item level synced, only level synced, so max level trials and raids are synced to the maximum item level of the expansion.
    This is a very good point, and I would also like to add that many of the sprouts the OP feels so sorry for do not yet realize that they can use their tomestones to buy the best gear for a given expansion every ten levels. At least, that was the case for me when I hit level 60 and started receiving massive beat downs from overworld mobs when attempting Heavensward content in my item level 55 gear. That's why there's a "minimum item level/no echo" option for players who want to tackle challenges in premade groups.
    (3)

  6. #6
    Player
    ACE135's Avatar
    Join Date
    Sep 2013
    Posts
    1,119
    Character
    Minah Denma
    World
    Ragnarok
    Main Class
    Archer Lv 100
    Quote Originally Posted by Ronduwil View Post
    That's why there's a "minimum item level/no echo" option for players who want to tackle challenges in premade groups.
    Why is wanting to do the content as how it was intended when it was new now called wanting a challenge? I think it is pretty understandable that one would want the content to maintain its (release) "difficulty".
    (7)

  7. #7
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by ACE135 View Post
    Why is wanting to do the content as how it was intended when it was new now called wanting a challenge? I think it is pretty understandable that one would want the content to maintain its (release) "difficulty".
    Potencies have changed significantly since then...you're asking for the impossible. If you want it to be close to how it was on release then the only way to do so is min item level and no echo.
    (3)

  8. #8
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Ronduwil View Post
    This is a very good point, and I would also like to add that many of the sprouts the OP feels so sorry for do not yet realize that they can use their tomestones to buy the best gear for a given expansion every ten levels. At least, that was the case for me when I hit level 60 and started receiving massive beat downs from overworld mobs when attempting Heavensward content in my item level 55 gear. That's why there's a "minimum item level/no echo" option for players who want to tackle challenges in premade groups.
    That just isn't a valid option for new players that still go through the story. Setting up a PF for a MINE run of story Thordan just so they can have a better experience than an anticlimatic pushover boss. It's not about the challenge but rather keeping old content from being a pushover in the sense that you don't even notice what is evening happening and just blindly running through another hallway/ facerolling another boss whose only difference from one another is the name.
    It makes old content flavourless, repetetive even when doing it for the first time and bland because there is simply nothing about it that makes it memorable or fits with the impact this battle should have in the story.
    Thordan is by far the absolute worst in that regard and I've seen plenty of disappointed new players in there when I got in roulette and they asked "wait, that was it?". Yes, that was it. But some other duties suffer from the same problem.

    With the insane potency changes since ARR (some potencies basically doubled) we're already much stronger than we were and a few adjustments to at least enable players to see the fight properly without making it difficult or "challenging" (because it's not about a challenge) would go a long way. They did a good job on the 3 MSQ duties. I'm sure they're able to make adjustments to other duties as well. Even something as lowering ilvl sync a bit would help immensely.
    It's also better for creating a smooth difficulty curve instead of having these odd spikes and back to faceroll.

    Quote Originally Posted by Kolsykol View Post
    It's sad because I still remember doing Sastasha for the first time and it was way different.
    Actually felt like an actual dungeon in ARR.

    It wasn't super hard or anything but at least we got to see the mechanics lol.
    Especially the last boss he just dies now before he has a chance to even summon any of the adds.
    But yeah...
    My impression of FFXIV the first time I did it was probably way better than the first impression of people who do it today.
    I remember that clicking the bubbles was standard in most parties and occasionally someone would say "I think we can skip this, dps seems good enough".
    It was nothing huge, the dungeon wasn't difficult. But it wasn't the same faceless pushover that all just blend together after a while.
    (0)

  9. #9
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Rilifane View Post
    I remember that clicking the bubbles was standard in most parties and occasionally someone would say "I think we can skip this, dps seems good enough".
    It was nothing huge, the dungeon wasn't difficult. But it wasn't the same faceless pushover that all just blend together after a while.
    Yeah I actually have strong memories of it, even tho it wasn't hard it still felt like a dungeon and like it had a certain danger to it.
    In the end of the day it's also just the '' new MMO '' thing, but I still think new players nowadays have a very different experience in a more negative way.
    Nowadays it's like a speedrun and people sometimes end up with the impression that mechanics don't even exist because bosses die so fast they don't even happen lol.

    Thordan who gets brought up really is a good example of this problem too, he's hyped up like crazy and is a really really cool fight but he just dies instantly.
    It's crazy the devs haven't solved this yet I really think it's a pretty big problem.
    It should've been fixed when the big increase in players happened especially imo, I think it actually does give a negative impression.
    (0)

  10. #10
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    776
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rilifane View Post
    Even something as lowering ilvl sync a bit would help immensely.
    It's also better for creating a smooth difficulty curve instead of having these odd spikes and back to faceroll.
    Well, i think that this can be well managable by simply making the dungeons that are harder part of the MSQ roulette (and in that also involve HW/SB reworks). Even if this in the end ends up being a glorified leveling roulette, it can help a lot since it doesnt require an instant rework of everything.

    Those that arent MSQ dungeons can be modified regardless as they wont block the player from progressing anyway. Those are not realy the issue dungeons that require extensive reworks (usualy an ilvl cap would do enough here).

    But i still would prefer a rebalance of the lower gear. Tomestone gear is simply too powerful compared to the gear that is 1 lvl below (ilvl 50 vs ilvl 130 is a too big spike that is almost instantly given to players).
    (0)

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