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  1. #11
    Player
    Tonaka's Avatar
    Join Date
    Aug 2019
    Posts
    174
    Character
    Claire Tonaka
    World
    Tiamat
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Colt47 View Post
    I'm for the idea since it probably would scale better to most kinds of players compared to savage, which to be frank feels archaic mostly because of the ramping difficulty of each tier being built around the idea jobs are still at heavensward complexity.

    If they do go through with something like difficulty levels in roulette, though, they need better rewards than "this unlocks dyable versions of gear!" because dying gear should be a basic system of the game, not a reward for hard content. They'd probably have to do gear level upgrades and maybe make it an alternative way to reach the patch gear cap, which most people would probably be alright with since they could still make both savage and this distinctive from one another by the end reward.
    Thank you for your feedback.
    As you pointed out, there is an issue with reward equipment. It's not attractive if it can be equipped with dyeing, and it's better if it can be dyed even with normal ID.
    I think the idea of ​​gear level is good. If it can become a final equipment candidate, I think it will also be a reason for people who don't play raid content to try ID hard.
    (1)

  2. #12
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    We should have optional difficulty settings, yeah. We have trusts, single player duties with easy and very easy, yet mid-core people who don't want to raid all the time but do like to use their brain kinda get largely forgotten.
    (2)

  3. #13
    Player
    Minali's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    595
    Character
    Minali Flo'uf
    World
    Twintania
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Tonaka View Post
    Thank you for your feedback. "ID" is an abbreviation for instance dungeon. "DD" is an abbreviation for Deep Dungeon. It is often used in Japan.


    I agree with you and wish there was a version of the level between Variant Dungeon and Savage, Extreme Trials.
    Even in Japan, there are people who don't go to Type 0 or Ultimate Content, but like ID.

    When it was discussed in Japan in the past, people wanted to clear roulette as quickly as possible. There were many opinions that it was unnecessary. I think that dividing the content into two groups will increase the content waiting time, as is being feared. For reference, how much waiting time is acceptable?

    I think it would be a good idea to increase the opportunities to use Esuna and Interject. ID Remnant is hated in Japan. The reason for this is that if you don't use Esuna, you will suffocate and it will be easily overlooked. I think it would be good if there was a way to actively introduce it to other IDs, increasing opportunities to use Esuna, and encouraging people to learn.
    Thanks for explaining the abbrevations! ^^

    How much waiting time is acceptable... in my opinion that's a question without a good answer, unfortunately. Some people who main tank or healer are already very annoyed by a 10 minute DPS queue for any type of content. Other people are more relaxed about it and are ok with 30 minutes, as long as there are other things you can do (like gathering or crafting) in the meantime. For some people it will always be too slow as soon as it is not instant. And in some datacenters, especially newer ones like Dynamis or Oceania, the queues are already long simply because they have yet to grow a healthy player number. For them it might be even worse. If we would get a harder dungeon version, I suppose there would have to be many adjustments to be made in terms of loot etc. to keep both equally interesting, but well, doesn't mean it's not worth trying.

    Whatever the developers might do, I hope they won't keep with the opinion, people interested in a challenge should just do Extreme, Savage or Ultimate content. When it comes to difficulty in battle content I also often have the feeling people see this very linear. However, Savage and Extreme trials are single boss fights in a fixed arena, a very different experience to the core than a dungeon run. In my opinion they are not really comparable. A better comparison would be the field instance duties like in Eureka and Bozja when it comes to the difficulty and I am very much looking forward to this, but they are very complex and require preparation and planning. They are also not part of any roulettes, so they are rarely done unless people use the partyfinder to get a group for this specific purpose. The Variant Dungeons are the only thing getting closer to this and I hope one day they might adjust the difficulty of Criterion as well, so it offers more of a midcore challenge instead of jumping straight to savage.

    It's interesting what you say about the ID Remnant. I'm not sure which one exactly it is by name but the description sounds like it's the first level 90 dungeon, from 6.0? The first boss? I heard some people being annoyed with that debuff as well, but I wonder... Would they be just as annoyed by the mechanic, if they would be more used to Esuna? If it would be part of their average muscle memory and reflexes, just like casting Cure or Lustrate or so, it might not be perceived in such a negative way. It would be a part of the gameplay they know and learned to watch out for. Nobody says "stack markers are annoying" or "dodging AOEs is annoying", because they are such a core part of the experience early on. Esuna is vital in maybe 10 dungeons or so, on normal difficulty level. In many duties the debuff expires faster than Esuna could be cast, so it's being ignored. And in others these debuffs are just a minor nuisance, just like many attacks where tanks forget to use Interject. (The game is also not really good in communicating to new players how they notice what debuff can be healed with Esuna and which one can't.)

    This is also why I feel like just saying "we want to improve battle design for new duties" won't be enough to make dungeons as a whole more interesting. Most dungeons we play with daily roulettes etc. are not on that high level, but level 30 or 65 or 87. They would have to be adjusted as well, so people can have a proper learning curve for using skills like Esuna. I daresay it would be a worthwile endeavour in the long run though.
    (0)

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