So, for those who are already in disagreement saying "No, let's not" when XIV has catered to Casual Players far more than usual since Shadowbringers, I'm here to remind you that the game has reached a state where your veterans are feeling left out of consideration when it comes to the content loop - people who do more challenging content like Savage, Ultimate, Criterion, and so on; even challenging themselves.
We've been left out of the content loop for too long and it's starting to harm the playerbase because when you finish the Story to current patch, people are going to ask:
"Where's my content?"
Others will point to Raids, Optional Trials and Alliance Raids, and thus people will be intimidated because out of all the 8-man and 24-man(yes, 24-man) content there is, Casuals will not want to do it because it's outside of their comfort zone - which is the simple 4-man dungeon and 8-man Story Trial aside from the very simple and heavily iLv synced Crystal Tower series required for 5.3.
How do we get them to come out of their box? Trying to invite them to try it seems well enough, but when they get the impression of "it's too hard for me" it becomes a hard sell and they drop.
The same goes for if it's too grindy or boring - subjective to each person. Eureka could be grindy, in particular - and Bozja could be the same. Island Sanctuary DEFINITELY goes under that category since it's basically Island Simulator.
What we need is content that is actually middle-of-the-road: A bit more challenging to where wipes can happen, but not to the point where it's so hard that it's akin to Savage. The Battle Team seems to have shown they do not know where that point is, and I think it's important in battle design to be able to run that fine line between what's difficult and what isn't - and it's also a matter of helping people understand they have utilities they can use.
For instance, in Casual content Healers barely need to even heal anymore to make it through dungeons in Endwalker(they can even be non-existent). If you increased the Skill Floor for the dungeon of say, The Aetherfont, you'd have enemies with higher HP, higher damage output, and probably a couple more mechanics to go with the bosses that makes things more interesting.
It'd make Healers have to do more work along with the DPS and Tank, but you wouldn't wipe unless you messed up a mechanic more than twice - but that's what veterans are wanting: Higher difficulty in dungeons that give a little extra push on players to get better, but not so much that it pushes to Savage or Extreme levels of difficulty.
I want to see that in Dawntrail - and possibly even across the board if they can fit it into development time for previous dungeons for like a patch.


Reply With Quote





