I honestly can't understand why they made duty support function on its own (provided one plays dps) without input from the player beyond moving forward.
I honestly can't understand why they made duty support function on its own (provided one plays dps) without input from the player beyond moving forward.
A closer look at the mandatory MSQ to review what players can or likely will learn from its un-skippable PVE combat or difficulty worth mentioning as overcoming any level of stress as a potential to improve a player...
ARR - Nothing valuable to note. Story/Dungeons/Guildhests teaches nothing beyond " Press some Buttons ". Novice Hall adds nothing either. Job Quests aren't tailored either beyond go to point A and do/kill stuff at point B. Un-skippable Alliance Raid boils down to Monkey- See, Monkey-Do on their 1st run through.
HW - Aurum Vale notable soft wall for very inexperienced Tanks/Healers/MMO players. Just repeated Formula.
SB - Still teaching nothing about the expended Job Kits. Facing Zenos in Ala Mhigo perhaps the only likely Enrage up until now that players might fail.
SHB - Dungeon Mobs are beefy here. Square not directly teaching proper rotations is at the detriment of new)players time and patience. Facing Ran'jit as forced GNB Thancred teaches nothing proper.
EW - I had to actually explain Doom mechanics in Dead Ends, Troia and Lunar Subteranne multiple times with random parties. EW does RP force you to play other jobs while teaching again nothing & still repeated formula.
Note: Extra Trials / (Alliance)Raids / Eureka / Bojza / Deep Dungeon are all skippable content
Summary: Mandatory content teaches players nothing directly.
- Skills
- Rotation
- Slide Casting
- Uptime
- Positionals
- Mitigation
- Weaving / Clipping
- Understanding Debuffs
- Snapshots
Its not even about handholding either or spoon-feeding players on what to do at every given opportunity, not to give the wrong idea... rather about teaching players fundamentals/concepts/basics that are not even suggestively hinted to do throughout the MSQ... With near no clear positive feedback on rather or not players do anything correctly or better. Square expecting players to read Tool-Tips? is giving that idea to much credit. Don't Die or Die as much as you want while learning nothing is good enough to clear mandatory content, no matter how detrimental this is towards not encouraging players to improve to any degree -> " That = The Standard "
At least Yoshi-P recognizes that a completely stress-free game? comes at the cost of excitement. I see it coming at the cost of players who desire everything to be made dumber & easier as that's the standard they are accustomed to - Job Designs incl. Forget Combo-Compression, we have Duty Support so you don't need to press Buttons at all. Ironically? Our WoL lore-wise self-improves through overcoming adversity, hardships and challenges... the complete opposite of the bar Square sets for players, mhm.
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