This describes me. A couple of days before Stormblood released I was diagnosed with a very serious illness and started extremely aggressive treatment. That treatment led to significant reduction in both my physical and mental reflexes, making the solo duty in Azim Steppe undoable, no matter how many times I tried on Very Easy. It was so frustrating to get hard walled on an MSQ point that I left and didn't come back until just before Endwalker. Thankfully, over time my situation's improved, but I'm never going to have the reflexes or processing speed I did pre-treatment. Some of the EW MSQ dungeons/trials were very challenging for me; a couple to the point where I had to put them on the back burner until I could get friends to help me through them.
There are people in my FC who are retired and max out at MSQ/DF difficulty and, like me, at times have needed help getting through fights like the three sisters. People like us absolutely do exist in the player base and absolutely do appreciate the lower difficulty of MSQ compared to things like Savage and Ultimate. No content required by the MSQ should be so difficult that it limits any player's ability to get through it. Likewise, anything that winds up on the general DF/Roulette list should be doable by all players. The exception I grant to this are alliance raids that need to be unlocked. I know my limits and have specifically left things like Eden and Omega locked to keep from getting them in DF. If Ivalice wasn't required for Bozja, I'd have left that locked too.
Increasing challenge should only come as optional content. I firmly believe this game needs this challenging content to meet the desires of the portion of the player base who seek it out; it's only fair that paying customers have that at their disposal. I hope the Criterion dungeons help fill the gap between DF-level challenge and Savage; that's another area the game needs to address.
As one of the previous posters mentioned, MMOs are a massive investment and depend on player retention to remain viable. In order to accomplish this, content needs to be as accessible to as many people as possible. This means they can't reach the difficulty of single player games or those MMOs focused on high-end raiding, ala Wildstar and current WoW without risking losing a significant portion of their player base. The vast majority of people I play with are looking for a fun time playing through casual content with friends in a good social atmosphere. We are the bread and butter of the MMO community that any MMO developer needs to design for in order to maximize their customer base. We're also the group of people a contingent of the people here on the OF call "actively bad". In all my years of playing this game I've never met anyone who's intentionally played poorly. They may only want to play the game at DF difficulty, but none of them have ever actively expressed that they only want to hit a basic combo and forget everything else in their skill kit.
This happened in Heavensward. Players during original ARR asked for more difficulty and SE provided. However, the response from the larger portion of the player base was that it was too difficult so SE tuned it downward. Every adjustment toward being more easy is a response to the majority of input SE receive. They're not doing it in a vacuum and would be foolish to make arbitrary changes without referencing player input to see where the largest portion of their customers lay.
I believe we're now at the point where SE are looking to increase the offerings of optional, more difficult, content while keeping MSQ and general dungeons/trials at the point the majority of the community are seeking.



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