



Unreal is old extremes scaled to max level. The only difference is that it's synced to almost minimum item level, so it might feel harder than it used to. The current one is easier than the level 50 version because we have more abilities.
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
That is a response from someone that has not done any ultimate themselves.
Gear that comes out after the ultimate for the +5 ilvl level giving more hp and more dps for each single item except weapon make the fight easier.
Job changes every expansion make every single ultimate , outside of the relevant ultimate for that expansion, easier.
Generally if one person messed up it's recoverable unless it leads up to a one shot mechanically, a lot of mistakes are recoverable.
It really depends on your tanks/healers. If you want a good example watch the follow video from the timestamp just to see how much is possible in DRU
Watch https://www.twitch.tv/videos/1542473275?t=0h23m46s
Your responses are misconceptions out of lack of experience.
Challenge of every fight in ffxiv in the dance once you get past that the difficulty is the role and the responsibility of that role, for unreal fights the fights haven't changed so by default they are not harder.
It's math, math with bigger numbers doesn't make the math harder.
Last edited by MrSigy; 07-31-2022 at 06:17 PM.



I didn't mention the actual sync cause that's not the point of this thread, I said all these things a year ago.
Well yeah your post you made a year ago is pretty on point.I didn't mention the actual sync cause that's not the point of this thread, I said all these things a year ago.
I was pointing out that do they get easier, Ucob dps check is a laugh with just a gnb compared to it was first released.
UwU is similar. I haven't done Tea with Sge or reaper yet so cannot comment on that.
I encourage everyone to try ultimate as it is and always was the next step for people after speedrunning, racing to clear as quickly as possible , within your time constraint which in terms forces you to go blind and learn for yourself.
Personally haven't done logrunning since alphascape since they make you have bad habbits rather then good ones. They also tend to give people attitude and egos.
Also I am not a native english speaker or writer, so I edit my posts a lot because I noticed grammar mistake or sentence structure problem, I am sorry if that annoys you.


Endgame is whatever you want to do.
Some people like to do high difficulty content, they have savages and ultimate raids for them.
Some people like to PvP instead.
Other people like to sit in gold saucer all day long and find that endgame for them.
Or those people who sit in Limsa 24/7, chat it up with everybody.
Maps, roleplay, ...
Can do whatever pokes your interest. If there is absolutely nothing the game offers interest you enough then maybe this isn't the right game and you could be better off finding another game to spend your time in.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.




What can make them harder is the fact that we are usually not minimum item level when we do the original versions. You can go into them with savage gear, skip mechanics and not have trouble with DPS checks, but the unreal version syncs you near to minimum item level. What can make them easier is that we have more abilities in unreal such as an abundance of healer off-GCD and tank mitigations that we didn't have at the time.
That was my point. Although SE would disagree because when scaling Leviathan, the damage reflected was too high with higher numbers and it had to be changed.It's math, math with bigger numbers doesn't make the math harder.
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
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