



That's what Dun Scaith and Ivalice did and they were not extremes either (or CLL/Dalriada). Far from it.But at some point in the difficulty curve you have to introduce in a mechanical pass-fail check that causes a raid wipe. If a player can't get over that fact psychologically, they're never going to put themselves in a place where they'll be challenged, regardless of how you brand the content difficulty level.


MCH gets the PvP stance & animations & the gunfu is removed.
Ashelia's outfit is added for tank class
healer's getting 1 more dps skill
AST cards being removed from the actual role mechanic & simply there as non specific buffs.
-All cards grant the same dmg, and are no longer specific to magic/ ranged or melee.
AST becomes more like WHM or Sage.
What I want:
SMN will have a dot weave again
SMN can switch titan, garuda and ifrit out for Ramuh, Shiva & Leviathan similar to how /egiglamour text command works
what i expect:
-just another bright colored spell after summoning specific order of summons at the end of a rotation + a skill to auto pop it early in between buff windows.




Speaking of AST cards, they could make them all give the same damage, be role agnostic, and bring back the old effects. You got the bole and don't feel like you need to give the target mitigation? You get a chance at redraw. No matter what you get, you'll also buff their damage the same way. You still get MP recovery or whatever side boon from it as well to encourage you to use your cards as much as possible.
Minor arcana? Bring more of those, make them actually affect your cards on a bigger cooldown, like lady turning the card into party wide, lord doubling potency and duration, etc (like old royal road).
I've pugged all the extreme content when it was fresh, and it absolutely does not take hours of progression. Savage raids generally don't take weeks in PUGs, unless you're talking about the capstone fights (and most of that comes down to finding a good group willing to play with PUGs).This exactly. So many 14 players play 14 and only 14. It’s like Socrates’ cave. All they know is normal, which is so easy you cannot possibly fail. Followed by extreme, which is so hard it will on average take hours of progression when trying really hard. Followed by savage which will take weeks of prog. Followed by ultimate which will take months.
The problem is that normal is too faceroll, because it's linked to the MSQ. So no one is allowed to fail. And the game has conditioned players to absolutely roll their face to complete each expansion. Standards should be raised until normal is closer to extreme.




Those encounters rely on a confluence of errors from multiple players at the same time as a requirement to fail the encounter. I'm referring to personal responsibility, as in encounters where every player present has to know how to execute every mechanic. You'll never see that in 24p content. You won't even see it in BA/DRS.
Either fights have personal responsibility or they don't. There's no way to gradually ease you into content that has it. You have to dive into it, and you'll either sink or swim.
Even dungeon content has personal responsibility like didn't drop the AoE in the group. What it isn't is highly accountable. Consequences can be a sliding scale from, it didn't matter if you fail all the way to party wipe. It's matters if degree.Those encounters rely on a confluence of errors from multiple players at the same time as a requirement to fail the encounter. I'm referring to personal responsibility, as in encounters where every player present has to know how to execute every mechanic. You'll never see that in 24p content. You won't even see it in BA/DRS.
Either fights have personal responsibility or they don't. There's no way to gradually ease you into content that has it. You have to dive into it, and you'll either sink or swim.
I expect no significant combat changes and a continuation of everything we have gotten in the last 2 expansions and for Viper to play similar to Reaper.
I would like a complete revamp of when you get abilities while leveling, make damage buff CDs personal with very few group buff CDs, a job with a proc/reaction based gameplay that uses a priority system instead of a rotation system.



I've pugged all the extreme content when it was fresh, and it absolutely does not take hours of progression. Savage raids generally don't take weeks in PUGs, unless you're talking about the capstone fights (and most of that comes down to finding a good group willing to play with PUGs).
The problem is that normal is too faceroll, because it's linked to the MSQ. So no one is allowed to fail. And the game has conditioned players to absolutely roll their face to complete each expansion. Standards should be raised until normal is closer to extreme.
I don't do much EXs/unreal(s) but the few i did was not learned/cleared/farmed in 1-3hour.
Anyway... Makeing normal content much harder isn't the right way, it should be easy!..
( if any change to normal--> maybe inc the dmg output..but that's it)
With a proper difficuilty setting!
we can better ease(teach) and encourage players to be better
and giving them a better learning curve towards harder content.
w/o it beeing forced.
It should be an option for those who think normal is to easy,
but do not have the time/capacity to do ex/savage.
Or for those who wanna step into ex/savage but want an easier learning curve.
Here is my take on how mid-core could be implicated;
1. Keep [Normal] difficulity has it is.
2. ADD another layer of difficuilty on top of ALL [Normal] inc ALLIANCE RAIDs - called [Hard]
The idea is to have the fighs be MOSTLY the same .. BUT with some alterations:
1) Higher damage output ( players take more dmg)
3) Bosses have more HP
4)Add 2-3 new mechs that teaches players mechs that
you may find in an ex/savage..but less punishing ofc and a bit simpler..
5)Enrage
You get the idea, Something that IS between Normal and EX,
but leads a bit more toward EX.
Last edited by Zeastria; 05-01-2024 at 10:37 AM. Reason: typo
DRG doesn't get butchered.![]()
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