When I started the game, I actually remember having to do mechanics on the Sastasha final boss. Haven't had to do them in years.
When I started the game, I actually remember having to do mechanics on the Sastasha final boss. Haven't had to do them in years.
I like how they redid a lot of the boss mechanics.
I remember as a new fresh-out-of-the-novice-hall tank, Sashtasha was a little rough, but now as a lvl 50-something in Gear from Ishgard, the dungeons seem pretty easy. Probably easier for folks in the 80-90 lvl range.
Let's face it, even the level 90 dungeons are super easy. Even the 2 new expert ones. The 90 alliance raid isnt too difficult either. The problem I see is that there is a massive (not an understatement) gap between normal content and savage/extreme/unreal/etc..
This is mostly because normal content forgives mistakes a lot. But savage for example has mechanics that if 1 person fails , can wipe the whole party.
The game is either afk easy or requires a dedicated static (or 100s of fails before a clear using party finder).
I just wish they add something that is in between savage and normal. Maybe a version of extreme dungeons, that can be done with DF but also require some semblance of paying attention..
And I have a feeling criterion dungeons are gonna fall under the same difficulty gap. Either piss easy or require dedicated statics.
We already know Criterion Savage is going to require dedicated groups. Criterion Normal should be on the easy side though I think they said they were aiming for EX difficulty with it.
Then that proves my point. They just keep adding content at the ends of the difficulty bell curve.. either super punishing or tutorial level content.
We need content at the median, pugable but harder with mechanics that dont punish 3/7 other players because 1 player made a mistake.
Something in between extreme/savage and normal. Let's call them intermediate duties.
Edit: IF they make the normal one EX difficulty and its pugable, that will be at least a small step in the right direction.
Maybe Criterion Normal will fill that gap between Extreme and Normal.
The way I see FFXIV is that it is a casual game meant for casual players, with a few elements of difficulty added. The "difficulty" for the non-raiding community is the grind. Instead of learning a rotation for a savage raid, other players might learn a rotation to be more efficient earning levels, relics, mounts, achievements, etc. Maybe they find their joy and satisfaction from that.
ARR dungeons were tuned, in part, based on gear players were expected to have back then. As a release player, I can tell you that few players were going around with HQ crafted gear on all their slots that was within a few levels of their current cap. Most had NQ crafted/store-bought gear or dungeon drops that were probably 3-10 iLvl below their level. It isn't until 50 when players began to get gear that was strong enough to carry them to the next level cap at 60.
While today's player likely would go into these ARR dungeons with a good knowledge-base of how mobs work, how their abilities work and gear appropriate to their level, the game still needs to cater to new players that won't have level appropriate gear since they are just starting out.
New players also do not have the benefit of knowing the dungeons beforehand.
I remember the first time I did Sastasha I got concerned about the bubbles, so I started running around clicking them.
"Ignore the bubbles! Focus on the boss!"
This went against everything the game had taught me to that point.
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