



Considering how vague the interview is I think it's perfectly reasonable to not crack open the copium supplies just yet.


When Yoshi P. says something that implies he wants stress in the game the assumption is that stress = difficulty. So effectively, he is saying he wants there to be difficulty or challenge in the content that is released.
If content is of higher difficulty and that difficulty is emphasized in the need to be coordinated in a group, how would this impact systems like duty roulette where disorganized individuals are grouped together to tackle the content?
If content is released that requires a high degree of coordination and can only be done by an organized group, what does this mean in terms of the contents life expectancy if the contents difficulty also comes strictly from unique puzzles that only exist in that encounter or have to be deciphered before they can be linked to something more general?
It isn't so simple as the two minute meta is bad or that savage is too difficult. It is more about mastery of the game being too heavily linked to memorizing ability names from bosses and figuring out what the hidden death zones are from attacks. Do veteran players who clear savage take people who are skilled but haven't done the fight yet to a reclear group? Of course not, because having significant playtime in the game does not even equate to being capable of doing the bosses unknown mechanics. Too many things are disconnected from one another and the primary way difficulty is achieved in this game is rug pulling and breaking player expectation.
And then people wonder why the average new player is nervous about entering an extreme trial and/or savage. How many people have told others they need to go watch a guide before doing savage or even an extreme trial, let alone ultimate?
Last edited by Colt47; 03-12-2024 at 01:06 AM.



Its normal content thats so easy and mind numbing I stopped doing it.
And the biggest issue I see is that literally every single dungeon is 2 packs of mobs, a wall, do it again, a boss, repeat that 3 times. And as of lv 82, I don't even think anyone who isn't a tank even needs to DO anything.
Like FFXIV has the worst dungeon gameplay I've ever seen in gaming, and its surpising to me that its the overwhelming majority of content with it being so bad like this.
Every pull is the same, every dungeon is trivialized by an overtuned tank mitigation, its boring.


it wasn't too bad during the start of Endwalker and going through the leveling dungeons. Typically, the difficulty falls off a cliff once someone hits end game because the minimum level of gear they need content to work with is typically miles below what the gear level is from true end game players. That's part of the reason why power creep, even so much as using higher gear score for hard content rewards, is a slippery slope. Even if someone doesn't do that particular content, they are likely going to party with someone that has done it or is currently very far along on the gearing process, which will make the over-all experience easier for good or ill.Its normal content thats so easy and mind numbing I stopped doing it.
And the biggest issue I see is that literally every single dungeon is 2 packs of mobs, a wall, do it again, a boss, repeat that 3 times. And as of lv 82, I don't even think anyone who isn't a tank even needs to DO anything.
Like FFXIV has the worst dungeon gameplay I've ever seen in gaming, and its surpising to me that its the overwhelming majority of content with it being so bad like this.
Every pull is the same, every dungeon is trivialized by an overtuned tank mitigation, its boring.
The difficulty is only a minor issue with dungeons, their core design is simply not interesting.it wasn't too bad during the start of Endwalker and going through the leveling dungeons. Typically, the difficulty falls off a cliff once someone hits end game because the minimum level of gear they need content to work with is typically miles below what the gear level is from true end game players. That's part of the reason why power creep, even so much as using higher gear score for hard content rewards, is a slippery slope. Even if someone doesn't do that particular content, they are likely going to party with someone that has done it or is currently very far along on the gearing process, which will make the over-all experience easier for good or ill.
As Oizen has said they all follow the same template, 2 trash groups -> wall -> 2 trash groups -> boss -> repeat, some medium sized square or circular rooms connected by hallways and then a big room for the boss.
The dungeon environment itself is basically always the same with the background swapped out, do one dungeon and you've done all of them.
They could double the damage that everything in the dungeon does and it wouldn't make them any more interesting to run.


To be honest, it isn't that they aren't interesting as much as they aren't very fun. They are being used as a story telling medium more than as a thing to play through and this can be illustrated with something like comparing Bloodstained: Ritual of the Night's levels compared to a dungeon done in this game. However, I get why they are the way they are because I remember Praetorium. Personally, my favorite style of dungeon is Mauradon and Scarlet Monastery from Classic WoW since they were exploratory zones and you could go off the given path to take on additional enemies for loot. Sort of like if you were doing a leveling roulette and wanted to get gear for an alt job, you could do the main three bosses and conclude the dungeon, or divert, go kill the bosses that were for the prior wing, then round your way back to do the next wing. Everything was interconnected and there were no cutscenes, just these big areas that someone could even stick easter eggs in.The difficulty is only a minor issue with dungeons, their core design is simply not interesting.
As Oizen has said they all follow the same template, 2 trash groups -> wall -> 2 trash groups -> boss -> repeat, some medium sized square or circular rooms connected by hallways and then a big room for the boss.
The dungeon environment itself is basically always the same with the background swapped out, do one dungeon and you've done all of them.
They could double the damage that everything in the dungeon does and it wouldn't make them any more interesting to run.
And that's a good thing, you just don't care about people who have to struggle with 200 types of anxiety in FFXIV.Its normal content thats so easy and mind numbing I stopped doing it.
And the biggest issue I see is that literally every single dungeon is 2 packs of mobs, a wall, do it again, a boss, repeat that 3 times. And as of lv 82, I don't even think anyone who isn't a tank even needs to DO anything.
Like FFXIV has the worst dungeon gameplay I've ever seen in gaming, and its surpising to me that its the overwhelming majority of content with it being so bad like this.
Every pull is the same, every dungeon is trivialized by an overtuned tank mitigation, its boring.
Some people have anxiety by just moving the mouse and as a GCBTW we should spend all our resources on making the game even easier.
You know it's bad when I had to ponder for a second whether or not this is actually sarcasm.
Because unironical takes like this actually exist.
Tank Mastery is a scam trait anyway. If it actually gave you 20% passive mitigation at all times you would never even need to pop a cooldown in dungeons.To be fair a lot of the potential changes they could make are also things that aren’t set in stone, like nerfs to the tanks 82 skills are 100% things that could be changed to make dungeons harder, same as changes to tank mastery because they are things that are on the job action trailer side and they are free reign right up to near the release date
Last edited by Absurdity; 03-13-2024 at 12:41 AM.
Too vague, Typical Yoshida now a days. I'll wait and see like always.
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