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  1. #51
    Player
    IckeDerTyp's Avatar
    Join Date
    Aug 2013
    Posts
    511
    Character
    Rhea Seren
    World
    Twintania
    Main Class
    Gunbreaker Lv 92
    I cant speak for you but I've been playing mmos like this for years now!

    Everything is so easy due to my fantastic skill and it's prolly similar for alot of others.

    I call it the dark souls 3 principle!

    I mean, it's orolly also due to the content being super easy but... I like the first way more
    (0)

  2. #52
    Player
    SturmChurro's Avatar
    Join Date
    Feb 2017
    Location
    Gridania
    Posts
    7,073
    Character
    Sturm Churro
    World
    Marilith
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Zeastria View Post
    Nobody is born good - it's learned, and some need more time to learn.
    People don't want to learn in FFXIV, what do you mean?
    (7)
    WHM | RDM | DNC

  3. #53
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Stormpeaks View Post
    What a stupid take lmao, why not make the mobs in dungeons hit for 1 damage then ? You know, just in case it's too difficult for someone
    I never said anything about damage..you did

    Many things in this game isnt clear rigth away and takes some tries to see the patterns..
    for a long-time player..it may seem easy af...but for a new player it's a lot to take in.

    In an MMO you need to take in consideration of new players.
    and normal content will be the content they play first.

    I'm not saying it need to be easier then it is now..but it dosnt need to be much harder..
    we got EX,Savage,Ultimate.
    (3)
    SCH/AST/DNC/VPR/SMN

  4. #54
    Player
    Alaray's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    624
    Character
    Vevri Arctyria
    World
    Balmung
    Main Class
    Red Mage Lv 100
    stormblood dungeons and normals were pretty much the same difficulty tbh, if anything this last normal tier had more difficult things to execute in a df environment than any of the stb ones did. i can't really think of a stb dungeon boss or hw dungeon boss i'd call harder than what's been in dungeons now.

    none of the stb alliance raids were that difficult people just got cleaved by hashmal and that's all anyone remembers. anyone who played back then was worse at the game than they are now, and job changes over time affect perception of difficulty as a lot of jobs did have a lot of things removed from them they'd have to manage to some degree back then (ie: threat).
    (2)

  5. #55
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,649
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Zeastria View Post
    Nobody is born good - it's learned, and some need more time to learn.
    Nobody is asking for some huge ball buster difficulty in a dungeon or normal mode but to have content actually threaten the player. I shouldn't be able to collect vuln stacks and it not even matter. A perfect example is Stigma Dreamscape. You know those Omega and Dragon adds that spawn and blow up if you don't kill them in the last boss? That explosion did paltry damage on content. It's actually better to simply ignore both and just DPS the boss. Think about that for a second. It's better to completely ignore a boss mechanic and simply zerg it down faster because the outgoing damage is that pitiful.

    This is what people are criticising when they say content is too easy. A tank should feel like a tank yet most EW dungeon bosses seem to take forever and a day to do a tank buster. And when they finally do, it tickles. Naturally, the healing requirements are extremely low. So you end up spamming Glare more than anything else. Upping some of the damage wouldn't spell do but would give the content some needed bite.
    (7)
    Last edited by ForteNightshade; 05-25-2023 at 11:12 PM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  6. #56
    Player
    Ranaku's Avatar
    Join Date
    Mar 2019
    Posts
    1,196
    Character
    Echo Micacho
    World
    Raiden
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Alaray View Post
    stormblood dungeons and normals were pretty much the same difficulty tbh, if anything this last normal tier had more difficult things to execute in a df environment than any of the stb ones did. i can't really think of a stb dungeon boss or hw dungeon boss i'd call harder than what's been in dungeons now.

    none of the stb alliance raids were that difficult people just got cleaved by hashmal and that's all anyone remembers. anyone who played back then was worse at the game than they are now, and job changes over time affect perception of difficulty as a lot of jobs did have a lot of things removed from them they'd have to manage to some degree back then (ie: threat).
    Mistdragon was a real barrier for many players, have a couple friends that even had the dungeontimer back then ran out cause people couldn't beat it. Dungeons in HW were overall more engaging cause enmity wasn't just generated by the snap of a finger and healers had to heal actually more and had to swap between damage and healing cause cleric stance was a thing.

    Stormblood raids were actually pretty challenging, the first boss of ivalice and lighthouse for example. Construct beat people up who couldn't do math. The dragon people who don't understand magnetism. Hashmals cleave and the adds you had to kill otherwise they explode and deal massive amounts of damage to the whole raid. Construct back then just killed you outright even at full health when you had 2 wrong answers.

    Compare that to today where you can have only 1/3 of the group stand in their area when halone does her addphase and they still can kill it and ofc if the others kill the middle spear they can also join in. Which is just sad. Completely wrong positioning but it doesn't matter at all. So i ask why have an addphase at all when you don't even have to do it right? It's like cloud of darkness nowadays you can have 3 players in one circle and they still manage to kill the add no problems, just now in the latest alliance raid which is just hilariously sad.
    (1)

  7. #57
    Player
    Raisoren's Avatar
    Join Date
    Oct 2020
    Posts
    7
    Character
    Raisoren Amatauran
    World
    Zodiark
    Main Class
    Black Mage Lv 80
    I've noticed it too. There's next to no innovation in fights anymore, before in previous expansions it would've taken a good few attempts to get through raids, now everyone can do it first try. The same stack/spread attacks over and over and over every time.
    (0)

  8. #58
    Player
    Alaray's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    624
    Character
    Vevri Arctyria
    World
    Balmung
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Ranaku View Post
    Mistdragon was a real barrier for many players, have a couple friends that even had the dungeontimer back then ran out cause people couldn't beat it. Dungeons in HW were overall more engaging cause enmity wasn't just generated by the snap of a finger and healers had to heal actually more and had to swap between damage and healing cause cleric stance was a thing.

    Stormblood raids were actually pretty challenging, the first boss of ivalice and lighthouse for example. Construct beat people up who couldn't do math. The dragon people who don't understand magnetism. Hashmals cleave and the adds you had to kill otherwise they explode and deal massive amounts of damage to the whole raid. Construct back then just killed you outright even at full health when you had 2 wrong answers.

    Compare that to today where you can have only 1/3 of the group stand in their area when halone does her addphase and they still can kill it and ofc if the others kill the middle spear they can also join in. Which is just sad. Completely wrong positioning but it doesn't matter at all. So i ask why have an addphase at all when you don't even have to do it right? It's like cloud of darkness nowadays you can have 3 players in one circle and they still manage to kill the add no problems, just now in the latest alliance raid which is just hilariously sad.
    Mathboss can be killed by four people who live if everyone else makes a mistake and dies to something, I know this because they refused to just wipe it and held everyone hostage for 20 minutes in a run I did back then (and a 20 minute boss encounter sticks with you). Especially since failing the add just kills the group in there, not the entire alliance. Even Rofocale adds were easy to kill, plenty of times it was me + 3 others in our place and we'd win. Just. A lot more people were a lot worse at the game, either from when they were new in that expansion, or due to not knowing a lot of the job mechanics (I mean, tank-stance only tanks were common, and that neutered your damage output. Barely any healer players touched Cleric Stance, even the StB version).

    Mistdragon I purposefully got 16 vulns on for fun and... it really wasn't hard to down, even like that, with a bunch of friends while we were drinking. It's a little less clear about how to do 1 mechanic on it, I guess? But it's ultimately just a divebomb. And even if you get hit, you only really die (and, to be fair, still generally do) if you end up in a snow gaol + proximity on you. I mean, I still remember the general discussions around the game back then regarding how easy dungeons were, since the "hard" dungeons in StB were a letdown for most players looking for a challenging dungeon. I do remember people saying -this- encounter was hard, which is fair, but it was generally an exception and not the rule (I mean, Fractal Continuum Hard was... not very hard, nor were... any of the StB dungeons, even if I gave Mistdragon as 1 encounter out of... how many dungeons?)

    But Alte Roite? Easier than any normal raid fight since. Chardanook? Phantom Train? normal Kefka? Normal Omega where the entire mechanic is "do you know your lefts from rights"? Chaos? None of these were ever that difficult, most of these were snooze fests while a couple were fun, or the difficulty had more to do with understanding how the game registers your position, which... I'm not going to say that's inherent difficulty. Even the math encounter... the math portion is extremely easy, most people I knew who had a hard time with it misunderstood the mechanic (not realizing you're using your HP, and not just standing in a number that corresponds to something like... "Multiple of 3").

    Most of those mechanics are just as easy as what we have today, with a few that you just need to die to, or it's not clear which of the 2 possible answers is the right one off the bat (ie: the Magnetic Lysis where after he tosses you up). Pretty much all of these were pretty basic, none really stood out as "particularly difficult". They were all generally cases of "People didn't pay attention to the giant flaming hand", or misunderstanding a not so clear presentation of something. I don't think people, generally, genuinely struggle with "what's a multiple of 3" or "what's a prime number".

    And... even with all of this, is wiping because one group did bad damage to their add... difficulty? It's not in your control, there's nothing you can do to change that outcome other than ditch your group to help theirs. It's not a mechanical dance, and people have always been bad at damage somewhere. Is it satisfying to fail that? Do you learn anything when you do? If its your group, do you take it as a "I should practice my rotation" or would you think it's your gear, or your teammates struggling first? Or, does failing it just make everyone annoyed? What's the benefit of failing the Halone adds and it wipes everyone? Is it really satisfying to die to that? Is it fun?

    Even then, how would you balance a DPS check where every player would be taken into consideration? People in BiS? People in Crafted? People in Normal raid gear? People who are less optimal in their gameplay? People who are way *more* optimal in theirs? People who use food + pots? People who don't? Balancing variance alone would be a pain with how big that alone is in XIV.

    Hardest thing on Yiazmat was just positioning the boss correctly, but that's... 1 player's responsibility, so.


    I mean, I'm not against more complicated fights. But I'm not seeing how StB fights were harder, at all. Maybe slightly more punishing? But, even then, it's... so slight.
    (0)
    Last edited by Alaray; 05-25-2023 at 11:04 AM.

  9. #59
    Player
    FudoMyoo's Avatar
    Join Date
    Nov 2014
    Posts
    345
    Character
    Fudo Myoo
    World
    Tonberry
    Main Class
    Paladin Lv 100
    Hello earth to Ranaku, this is a theme park MMO. It is supposed to be easy.

    Quit whining.


    P.S. I love my blind runs and getting wow-ed.
    (0)

  10. #60
    Player Shinkuno's Avatar
    Join Date
    Mar 2015
    Posts
    568
    Character
    Shin Kuno
    World
    Raiden
    Main Class
    Arcanist Lv 10
    Quote Originally Posted by Zeastria View Post
    I never said anything about damage..you did

    Many things in this game isnt clear rigth away and takes some tries to see the patterns..
    for a long-time player..it may seem easy af...but for a new player it's a lot to take in.

    In an MMO you need to take in consideration of new players.
    and normal content will be the content they play first.

    I'm not saying it need to be easier then it is now..but it dosnt need to be much harder..
    we got EX,Savage,Ultimate.
    Sorry you are not a new player anymore once you reach lv90. If you didnt learn anything by then, you dont deserve to play the "BUT NEW PLAYER" card
    (3)

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