Selective reading?
I was pointing out that Unreal trials have generally been difficult, and that Sephirot Unreal hasn't increased that general difficulty by much. Ultima Weapon is the outlier, since the Unreal version was just as much of a joke as the EX version.
This thread takes me back. Wonder if we'll get another round of SKIP SOAR OR DISBAND :')
You misunderstand me. I am by no means telling you or anyone for that matter what level of difficulty they should find enjoyable. However, what I am telling you is no different than the players who want casual content scaled up in difficulty; and I tell them that the level of challenge that they find enjoyable does not, and cannot determine the level for everyone else.First off, don't presume to tell me what level of challenge I should enjoy in a video game. I get my fill of anxiety and disappointment in rl, I don't need it from what is ostensibly supposed to be an enjoyable hobby. I'm seeing this mentality infect multiplayer games and MMOs in general in the last few years. That the end-game content and rewards should be exclusively for people in upper skill percentile and everyone else should "git gud" or shut-up/leave because their opinions don't matter. And that to engage with said content you should be happy wiping for 10s of hours and being miserable because that is the road to enjoyment. I don't understand this mentality at all.
I am also not telling players to be happy because they keep failing the duty. I am advising that players embrace the experience. To find more value in the encounter than just getting a clear, and picking up your weekly reward/currency. When you do not have any other value about the encounter, then it becomes a complete waste of time when you do not get the clear. This does not mean to not value the clear, or strive for it. What it means is that this content is set at a difficulty level where clears are not guaranteed, and will require work and coordination from the players involved. If you want to do this content AND enjoy it; it is imperative that you find value elsewhere in the encounter. That is what I am telling you.
I haven't cleared the fight yet. I am right there with everyone else who have not picked up Faux Leves this week. I do care about your view on the matter otherwise I wouldn't be responding to you. A person not in total agreeance with you is not automatically your enemy.I kinda seems like you do. You seem to delight in people repeatedly failing at content you can do easily because of some misguided idea that if you make them miserable enough they will get to your level. God forbid people have lower skill levels and ask for something to be a level of challenge between auto-piloting Expert/Normal and meatgrinder Sav/Ex and now Unreal. It seems like whenever people do ask for something in between the immediate response is always some variation of "git gud", "stop trying to take away my hardcore content", or "lol no one cares about your opinion scrub".
What I am trying to do is offer a different perspective on the matter, and enlighten players to the experience that is taking place right under their very noses. I will defend casual content from having its difficulty increased until I pass out. Likewise with Unreal content and where its difficulty is scaled at. This content is supposed to be designed in a way where the team is not rewarded for incompetence. Players can derp all day long in casual content and still clear it. This content is not like that. The enjoyment I derive from players learning this is exactly that; they are being humbled. They are being let known that constantly screwing up and derping your rotations will result in failure. It's same kind of enjoyment a person gets when their younger sibling goes through the same experience they went through.
While this fight has definitely been one of the harder EX/Unreal encounters I have done to date; it is actually less mechanically intense than some other EX fights I've done. Dying Gasp and Seat of Sacrifice EX were both much more demanding mechanically than this fight.Why does every piece of high-end content have to cater to the top 20-5% of people who can clear savage (this Unreal is at least on par with an early or mid range Sav from last tier in my experience)? Because we know those are the actual number from clearing the first and last fight of a tier while it's current. Can't there be something for the rest of us that doesn't require 100% of our mental energy for hours on end just to break through a wall?
Last edited by Gemina; 08-27-2022 at 11:44 AM.
0.6 baby. LET'S GO!
I would bet that soar gets nerfed if Zurv gets the unreal treatment. I would guess it's getting either a drastic cutdown of it's damage so it can be healed through to an extent or the size or number gets cut down.
Soar wasn’t even that hard a mechanic it was literally just “bellwether for group has decent DPS”, zurvan wouldn’t need any changes it they unrealed it
The only reason I do the high end content is the reward. Which makes you exactly right. And that is unlikely to change. Failure and wiping for hours on end with no reward is nothing less than a complete waste of time, wiping on a phase I have already cleared is wasted time and spending hours in the PF just to get a weekly clear of content I have already cleared is a waste of time. I don't enjoy this difficulty of content for it's own sake, it feels like a job, a job I hate doing, I enjoy the rewards once I obtain them. Having slogged my way through p2s for 6 weeks in the PF on Crystal last patch I can say that unless the rewards are something I absolutely must have then I'm not engaging with that difficulty of content anymore. Seph Unreal is easily on par with p2s from my experience, if not worse. I did Seph with people significantly more skilled than me and we couldn't even come close to clearing it in 4h of wiping, we barely made to Storm of Word (or w/e it's called) 2 times. I at least saw enrage after 4 or 5h of prog in p2s. Trying to do Seph Unreal in the PF is going to absolute hell.I am also not telling players to be happy because they keep failing the duty. I am advising that players embrace the experience. To find more value in the encounter than just getting a clear, and picking up your weekly reward/currency. When you do not have any other value about the encounter, then it becomes a complete waste of time when you do not get the clear. This does not mean to not value the clear, or strive for it. What it means is that this content is set at a difficulty level where clears are not guaranteed, and will require work and coordination from the players involved. If you want to do this content AND enjoy it; it is imperative that you find value elsewhere in the encounter. That is what I am telling you.
I don't need to be humbled, I already assume I'm the anchor dragging everyone else down in this difficulty of content. I want something at a difficulty level that doesn't make me mentally exhausted and feel like **** even when I do manage to clear it, because all I have to look forward to is slogging through it again next week. Conversly I'm bored of Normal/Expert within a few weeks of sleepwalking through it. The previous Unreal was at a level that at least let me feel basic confidence in my ability to clear it, unlike Sav. Now I don't even have that. Savage always felt like I was barely grasping at the edge of a ledge and about to fall no matter how many times I did it.What I am trying to do is offer a different perspective on the matter, and enlighten players to the experience that is taking place right under their very noses. I will defend casual content from having its difficulty increased until I pass out. Likewise with Unreal content and where its difficulty is scaled at. This content is supposed to be designed in a way where the team is not rewarded for incompetence. Players can derp all day long in casual content and still clear it. This content is not like that. The enjoyment I derive from players learning this is exactly that; they are being humbled.
cleared it and got fox WHOOO.
and now for the retelling
They don't change these fight in any way other than upscaling it for max level. The SOAR players would face will be close to, if not exact to scale as Zurvan was on release. However, healers will have have more depth to their healing kits at 90. It really won't matter though if too many players fail the mechs during SOAR.
The thing about SOAR is this mech will likely buckle progs that have players who are new to position assignments. They are just not going to know why they need to stand where they need to stand until they kill themselves, and likely others as well. SOAR is actually an outdated mechanic know, and players who actively run EX and above have encountered many more mechanics of similar or greater demand and coordination.
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