



I think the idea here is that, if you make the regular content on average a little more difficult, players will be on average a little more competent so you don't run into hard blocks like this the moment something even slightly difficult blocks your way.I remember how an average party couldn't get through Titania. Sometimes they still couldn't get through it even with several stacks of Echo because the tanks don't understand how to tank it and DPS is low even with Echo. The biggest thing that has probably helped since was forcing leveling dungeons to have a minimum item level so that people don't go into the trial with second tier Stormblood gear.
Remember how everyone used to abandon Steps of Faith? I do, because I waited 40 minutes when I queued into it in Heavensward and everyone abandoned immediately, which was soul crushing enough to make me consider quitting because I couldn't progress. Then I tried one more time and 40 minutes later, they all abandoned again and I had to have a message ready to ask them to stay. By the time I'd sent it only 3 people remained to see it and they admitted they were about to leave too, but would stay and wait for it to refill.
Then we have the first EW trial, which just like the extreme version, I've seen people flat out unable to do until I put a Dorito on myself.
This is what actually happens when you gate the MSQ behind hard content.
Pretty much. This is why we had so many people get stuck in the "In from the Cold" instance. If more instance fights had you actually using your brain to think before acting more players would be less likely to get stuck behind said content.




Once again, since it appears some of you still don't get it, for some people such as myself, we are PHYSICALLY unable to get any better. I know my rotations and the mechanics of many fights. I just am not physically capable of handling MSQs being made harder than they already are.


This just contradicts itself?Once again, since it appears some of you still don't get it, for some people such as myself, we are PHYSICALLY unable to get any better. I know my rotations and the mechanics of many fights. I just am not physically capable of handling MSQs being made harder than they already are.
You cannot get any better.. but you already got better by learning a rotation and mechanics..
MSQ can stay casual. A difficulty meter, like what we have for Instance fights would be nice, so players who do want a more challenge can have it in their content experience.Once again, since it appears some of you still don't get it, for some people such as myself, we are PHYSICALLY unable to get any better. I know my rotations and the mechanics of many fights. I just am not physically capable of handling MSQs being made harder than they already are.
Also, Rolder50 is saying making the content a little harder, not outright saying it should be extreme levels of hard.
Some things never change. I dread seeing Titania in trial roulette, because I know there's about a 50% chance it's just going to be a wipefest. It has been almost four years, and people still can't do the bloody fight.


People learn from mistakes, its the natural way of things.
If the content before this had prepared people for this trial, then they would not be struggling with it.
Every time you wipe, you just learned something and got better at the game.
Wiping is a natural way to learn.
Last edited by DixieBellOCE; 02-11-2023 at 12:20 PM.
The thing is, not everyone is interested in getting better at the game. Some people just want to play the game at the easiest difficulty possible because this is how they find their fun. Those type of players are more likely to outright quit if they find it too hard instead of getting better.People learn from mistakes, its the natural way of things.
If the content before this had prepared people for this trial, then they would not be struggling with it.
Every time you wipe, you just learned something and got better at the game.
Wiping is a natural way to learn.
Sure I personally wouldn't mind if the MSQ was a little more exciting but make it too hard and we'll just lose players. And I don't think it's a good thing for the game to gatekeep very casual players from accessing features like Island Sanctuary because they couldn't "git good".
Last edited by Kazhar; 02-11-2023 at 12:36 PM.



I agree with OP. I don’t know why suddenly we have to regress to super-easy mode, while casuals could clear dungeons in WoW 20 years ago that required basic CC, sleep, sheep, etc. Basic Esuna, Dispel, stun. Casuals can still definitely be taught to do this.Honestly, I'd have to agree with the OP. The difficulty on general content in the game is too easy. Half way to the of an Ex trail would be a good spot of difficulty.
The meta of running a dungeon pulling all available mobs and easily AoEing them down is rather boring. Having to CC mobs and actually use damage mitigation and support skills should be baseline gameplay requirements.
We’re not asking for anything hardcore. We’re not asking for 10 instances of CC or esuna in 1 dungeon. Maybe just 1 or 2 instances of each. Enough.
Gonna be real funny to see how fast people's tunes change if something like this ever happens. The only thing that'll be different is the number of wipes, because this game's players haven't improved since the day ARR launched. It'll just be an unnecessary burden put on healers, many of whom are already on the verge of quitting as it is.
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