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  1. #1
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by VerdeLuck View Post
    I've said it before and I'll say it again, WoW, Wildstar, etc have all learned the hard way that cranking the difficulty up for casual content to make casual players "git gud" doesn't make them git gud, they quit when they hit a wall or when they get flamed in a dungeon for messing up.
    It doesn't help either that MMORPG players jsut want to be lied to. What time and time again has been shown is for content to be pushed as "hard" and actually be rather easy, to inflate their egos. It needs to be "hard" but not actually ahrd enough to gate them from completing the content.

    The current difficulty is fine and a step up from every other expansion if you look at the fights and mechanics. Zodiark Normal has more mechanics to learn than Garuda EX or even some of the lesser Coils Raids.
    The difficulty has been steadily increasing as time goes on but people don't notice because, bi8g surprise, they also get better at the game as the difficulty progresses and expects more. But just suddenly shifting and cranking the difficulty of everything in the game up at a sharp increase? No way, you're going to actually kill the game instead of the dozen "the game is dead" threads floating around here, it will actually be dead.
    the current dungeons and 24-man raids are indeed much easy, and nobody has asked the developers to drastically increase the difficulty of standard content.
    Just a slight adjustment to make them more engaging and not a wall for less skilled players would be appreciated.
    This has never been the case in Final Fantasy XIV historically.

    I apologize, but even though some instances were quite easy before, if you experienced certain older dungeons at their release at levels 50, 60, and 70 without the many nerfs they indirectly received through item level adjustments and the HP rebalance,
    the game was better balanced in terms of difficulty back then.

    While some boss fights have a reasonably challenging difficulty level, for instance, leveling dungeons are often more demanding than fixed-level instances like those at level 90,
    where you can often ignore the vast majority of AoEs without major conséquences (KO penality).

    Even if they slightly increase the difficulty of certain instances, it should never become an insurmountable obstacle.
    (4)
    Last edited by remiff; 09-30-2023 at 06:40 AM.