I think it's because most people just weren't trained to this level of difficulty before, but as time passes - and if the game is correctly made (is it ?) - we can hope a good portion of players will slowly get better.I've seen that too. Depending of the case, it's healer struggling with the raise in difficulty, or more rarely, healers that refuse to stop playing like they did previously, and refuse to use GCD to heal once in a while. With those, making one small error nearly always mean death, especially if you have no self healing (well if you're a caster). Hyper potion have become useless, 11k life is like 10%, when they were introduced they were 25% of your life.
Honestly, if I welcomed the raise in difficulty in endgame content a month ago, I'm slowly getting annoyed by it, since it makes obvious how the average player is bad at the game (and I mean that in a general sense, it's not targeted to healers). And that's coming from someone who is very mid at it.
Player
Starting from Stormblood, the first tier took 16 hours. In Shadowbringers and then endwalker, it took 14 for both of them.
Edit: Then for this one it took 9 hours.
Usually the only time I see some DPS get left near death is when they feel like disappearing off into the horizon to be out of range. Or they keep going out of their way to stack up so many vulns there's basically no difference between 30 and 90 or even 100% and likely have Brink of Death as well.
Granted, I have noticed the general decline in healers so maybe I'll see actual full on neglect eventually.
more players, better more stable connection and overall skill improvement of hardcore savage players. Unless cbu3 do a blizzard and overtune savage on a purpose the world firsts will only get faster.
Oh how I wish they would have the courage to do a REAL shake-up of the savage formula.
We're getting reports of even the PF progging M4S right now. It's not just the "hardcores" finding this easy.
I've not seen the new Savage runs so can't say if the fights are as scripted as "every other fight".
But if they are, and I'm sure they are more or less scripted as FFXIV fights usually are, one simply have to watch a guide and get the positionings right & be able to click buttons (skills) to get a clear.
FFXIV fights are more in line with a memory game than a test of skills.
I'd vastly prefer it like this. OGCDs are way too powerful and should cost MP to make up for the instant cast. And to incentivise healing why not give a DPS buff if someone is above 80% HP or something. Suddenly everyone would want to be healed to full. lolThat's changing how the healer design works.
What you are "supposed to do" in this game, is use only GCD's (for WHM that is Cure 1, Cure 2, Medica, Medica 2, Cure 3) until you actually need the oGCD (eg burst damage, tank busters) because you literately do not have the time to GCD cast, and can't GCD cast while moving. If a player is using only their oGCD's, they are likely not playing efficiently, especially when to access one oGCD you need to use Afflatus Solace (the oGCD version of Cure 2, which has no MP cost and has no cast time) before you can access Afflatus Rapture (the no MP cost OGD version of Medica.)
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