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  1. #1
    Player AwesomeJr44's Avatar
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    Apr 2020
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    Amaurot
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    Marel Nobelle
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    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Some of the older dungeon and raid (primarily Alexander ones) bosses just need more HP and they should be relatively fine, but some of the trials and alliance raids need their min ilv caps reduced.

    Any trial that is an expansion capstone fight (Thordan, Shinryu, Hades, Endsinger) gets heavily screwed over by increasing ilvs throughout the expansion, so all of those are going to need a ilv cap to prevent this from happening. A mega easy fight is not really a good way to end an expansion's story, especially when said boss is typically hyped up to be super strong and powerful. I've gotten Thordan a few times in trial roulette lately and I've had runs where we got him to 0.1% before he leaves.

    As for alliance raids, Crystal Tower is just too easy and braindead due to item level. You can actually see this at play by looking at the World of Darkness raid. That raid's min ilv is much closer to the ilv cap for ARR, and it shows as the mechanics actually matter to an extent and are dangerous enough to kill you. I personally think that the World of Darkness would be a good standard difficulty for ARR alliance raids. Thus, I think a max ilv cap should be introduced to LotA and Syrcus Tower to try and emulate that same difficulty level. This would also technically re-introduce mechanics to those two raids, making those raids more interesting.
    (9)

  2. #2
    Player
    Atelier-Bagur's Avatar
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    Jan 2022
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    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by AwesomeJr44 View Post
    Some of the older dungeon and raid (primarily Alexander ones) bosses just need more HP and they should be relatively fine, but some of the trials and alliance raids need their min ilv caps reduced.

    Any trial that is an expansion capstone fight (Thordan, Shinryu, Hades, Endsinger) gets heavily screwed over by increasing ilvs throughout the expansion, so all of those are going to need a ilv cap to prevent this from happening. A mega easy fight is not really a good way to end an expansion's story, especially when said boss is typically hyped up to be super strong and powerful. I've gotten Thordan a few times in trial roulette lately and I've had runs where we got him to 0.1% before he leaves.

    As for alliance raids, Crystal Tower is just too easy and braindead due to item level. You can actually see this at play by looking at the World of Darkness raid. That raid's min ilv is much closer to the ilv cap for ARR, and it shows as the mechanics actually matter to an extent and are dangerous enough to kill you. I personally think that the World of Darkness would be a good standard difficulty for ARR alliance raids. Thus, I think a max ilv cap should be introduced to LotA and Syrcus Tower to try and emulate that same difficulty level. This would also technically re-introduce mechanics to those two raids, making those raids more interesting.
    More HP is the worst way to fix this, as all its doing is just padding out the same brain easy song and dance. What needs to happen is to buff up boss damage, and find a way to allow maxed out characters to use their full toolkit.
    (1)

  3. #3
    Player AwesomeJr44's Avatar
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    Apr 2020
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    Amaurot
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    Marel Nobelle
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Atelier-Bagur View Post
    More HP is the worst way to fix this, as all its doing is just padding out the same brain easy song and dance.
    A lot of the older dungeon and raid bosses already have decent mechanics, you just never see them because the boss dies before it gets to use them. If you want to talk about a specific example that should be changed, then I might even agree that said example might need more fixing than a simple HP buff, but in general, older bosses just need an HP boost so you can see the mechanics that already exist.

    Quote Originally Posted by Atelier-Bagur View Post
    What needs to happen is to buff up boss damage
    I agree depending on which specific boss we are talking about. I do not agree if we are speaking in general terms.

    Quote Originally Posted by Atelier-Bagur View Post
    and find a way to allow maxed out characters to use their full toolkit.
    Even if the devs found a way to do this that didn't make low-level characters dead weight, it will never be implemented well. If you give maxed characters their full toolkit while synced, you are going to have one of two problems depending on how it is designed.

    1) Potency is left the way it is. This makes sprouts a massive burden on the team as they would be lacking a significant amount of potency.

    2) Potency is balanced to make sprouts and maxed characters have the same strength. This makes playing a maxed character frustrating as you would then have to work many times harder for the same output as someone pressing a few buttons on a lower level character.
    (3)
    Last edited by AwesomeJr44; 08-04-2023 at 09:39 AM.

  4. #4
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
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    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by AwesomeJr44 View Post
    A lot of the older dungeon and raid bosses already have decent mechanics, you just never see them because the boss dies before it gets to use them. If you want to talk about a specific example that should be changed, then I might even agree that said example might need more fixing than a simple HP buff, but in general, older bosses just need an HP boost so you can see the mechanics that already exist.



    I agree depending on which specific boss we are talking about. I do not agree if we are speaking in general terms.



    Even if the devs found a way to do this that didn't make low-level characters dead weight, it will never be implemented well. If you give maxed characters their full toolkit while synced, you are going to have one of two problems depending on how it is designed.

    1) Potency is left the way it is. This makes sprouts a massive burden on the team as they would be lacking a significant amount of potency.

    2) Potency is balanced to make sprouts and maxed characters have the same strength. This makes playing a maxed character frustrating as you would then have to work many times harder for the same output as someone pressing a few buttons on a lower level character.
    1. Dungeon bosses have more than enough HP for them to show all of their mechs, even with an optimized synced party. The only example I can think of is really old Alliance Raid bosses (namely Crystal Tower....but those raids seriously need a rework at this point).

    2. Since we're stuck with healers having to dps more than heal, this is just my wishful thinking that they'd just go the easier solution and buff up damage so that healers actually have to use their full toolkit. Like have some more raid wide damage or the boss randomly target another character in the party for a special attack (this already exists but still not enough imo). Tanks should only suffer boss's autos and busters. Now this is mostly endgame related but ARR-HW dungeon pulls can be challenging for healers anyway since they lack most of their abilities so this point in terms of older content might be moot to some people.

    3. WoW and other MMOs seem to lack this syncing issue FFXIV suffers. I feel like sprouts skill potency should be buffed to where they dont fully match a maxed character's potency (or basically depending on that party's average level) but still good enough that they can contribute but not be fully optimized. I actually believe most players dont care about the numbers but rather having their playstyle gimped. So even if we go to the example you presented where a max character's skill potency is nerfed to match a lower level's rotation, I'm confident like 90% of the playerbase wouldnt give a rat's ass about it. They just want to press their fun buttons
    (0)