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  1. #1
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Rikka_Chu View Post
    I guess last post for today. IMO dungeon difficulty itself inst a problem, the problem is lack of content diversity
    In easy category we have: Dungeon's, Normal Raids, Alliance Raids, Variant Dungeons, Eureka, Bozja
    In medium category we got: Absolutely nothing.
    In Hard difficulty we got: Trials (even though its mixed bag, some of em can be considered hard, and some easy (like 5th trial of ew) so difficulty range can differ for trials)
    In Very Hard difficulty we got: Savage Raids and Criterion Dungeons
    In I dont have social like, I have no work and I sleep in my mom basement we got Ultimates, and Savage Criterion

    Seems a lot but at end of the day it isn't. There should be also some harder dungeons that we could put in medium category that dont follow regular wall to wall and 3 bosses formula, then we should get separate tier of medium difficulty fast paced trials like barbaricia, or trials that dont follow regular formula of doing every single mechanic in order, and instead forcing players to adjust by spamming at them mechanics in random order (best example would be wol that had a lot of randomness)
    I agree but first let's define what is easy?
    Easy - is content where you can play one handed or play on second monitor while watching netflix.
    Normal - No high damage but mechanics are important to get it done.
    Hard - High Damage and Mechanics are important to get it done.
    Very Hard - which is ultimate basically.
    (0)

  2. #2
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Rikka_Chu View Post
    I guess last post for today. IMO dungeon difficulty itself inst a problem, the problem is lack of content diversity
    In easy category we have: Dungeon's, Normal Raids, Alliance Raids, Variant Dungeons, Eureka, Bozja
    In medium category we got: Absolutely nothing.
    In Hard difficulty we got: Trials (even though its mixed bag, some of em can be considered hard, and some easy (like 5th trial of ew) so difficulty range can differ for trials)
    In Very Hard difficulty we got: Savage Raids and Criterion Dungeons
    In I dont have social like, I have no work and I sleep in my mom basement we got Ultimates, and Savage Criterion

    Seems a lot but at end of the day it isn't. There should be also some harder dungeons that we could put in medium category that dont follow regular wall to wall and 3 bosses formula, then we should get separate tier of medium difficulty fast paced trials like barbaricia, or trials that dont follow regular formula of doing every single mechanic in order, and instead forcing players to adjust by spamming at them mechanics in random order (best example would be wol that had a lot of randomness)
    I'd define Bozja/Eureka as the proper "midcore" content personally because the damage tuning and general mechanic density/complexity are a fair bit higher while not being as punishing as the actual "hard" content like extremes.

    Or at least the number of people I see on the floor during critical engagements/raids would suggest as much.
    (3)

  3. #3
    Player
    MikkoAkure's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    2,208
    Character
    Midi Ajihri
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    I think the biggest contributor to the issue is dungeon roulettes being made to be the main way of leveling up or gaining currency for gear.

    Back in ARR, alliance raids and dungeons initially had more going on for them and a variety of different mechanics. Leveling was done with FATE parties since it was faster and less a drag on your sanity than some of the dungeons, especially Aurum Vale and Dzaemel Darkhold. Labyrinth of the Ancients and some of the dungeons people think "fondly" of as being hard were never difficult for their own sake, but the difficulty came mostly from other players not paying attention or doing the content badly. Even stuff like Orbonne can be done with half your brain concentrating on something else, but the difficulty is making sure that everyone knows what to do and doesn't screw it up for everyone else.

    A push to enforcing roulettes as the main source of daily content meant players needing to spam the same content repeatedly every day for multiple patches, which can be a drag on everyone's sanity if it's going to end up with players deciding to leave duty because it's the "longer dungeon" or the one they just plain hate the mechanics of. So everything gets smoothed over because like it or not, ultimately all that stuff just ends up being a daily grind on the rail of getting people equipped for raids.

    It would be nice to see the dev team go back to that wild west where they didn't know which content would stick and we had dungeons that were more "interesting" and guildhests and stuff like that but I don't know if we will.
    (1)

  4. #4
    Player
    sharknado's Avatar
    Join Date
    Aug 2021
    Posts
    366
    Character
    Sharknado Shortcake
    World
    Alpha
    Main Class
    White Mage Lv 100
    I started playing this game as a healer, then I dared to level up the "other healers" and as a tank, I began to notice between healer players. Like in Snowcloak there are few drakes that do AoE damage and some struggled to heal through that, so I had to limit the pulls then. Or the current Tower of Zot - healers spamming Cure I or spamming Cure III and going OOM. Sometimes - no job stone. And In Dawntrail Freecure, Cure I is still there, job stones aren't required, so how the content can change when everything else isn't changing and is in a semi-working state?

    And doing Astro and Scholar. spamming Mt. Gulg at the level range - tanks asking about big pulls often because if both healer and tank can't do buttons then those pulls will fail.
    (0)

  5. #5
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,556
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Seems the same mixture. Tower of Zot was handing DF its lunch and I remember a LOT of complaints about the difficulty of that dungeon. It smacked the playerbase in the head just like Holminster did. Also the final bosses of Vanaspati and Ktisis and all of Dead Ends. It's really only Babil and Aitiascope this expansion that don't see a ton of complaints.
    (4)

  6. #6
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,596
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Idk about that one....

    Personally, speaking mechanics-wise, I personally do think the dungeons at our current level cap are generally a little more difficult. At least in their current form.

    From my experience, the only time I can recall anyone dying on a non-Endwalker dungeon was during Snowcloak with Fenrir, and in a lot of cases I chalk this up to their color scheme not being great.

    I would probably say the dungeons I've experience most people die on (or in many cases even wipe on):
    - Grand Cosmos final boss
    - Paglth'an
    - Vanaspati final boss
    - Ktisis Hyperboreia final boss. -- In fact, this dungeon I almost always see KOs. It's a regular occurrence
    - Dead Ends (first and second boss) - This one generally I think is one of the hardest dungeons. Simply because there are instances where mechanics will outright KO you. Most dungeons can just eat AoEs all day long without issue.

    Personally, I am fine with the current difficulty of dungeons, granted, I think the mechanics should be somewhat threatening to fail, generally. Just so it doesn't develop a bad habit in thinking that you can just ignore AoEs.
    (1)

  7. #7
    Player
    Sotaris's Avatar
    Join Date
    Apr 2018
    Posts
    2,185
    Character
    Meluwen Nobu
    World
    Lich
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tunda View Post
    level 100 dungeon difficulty is equal to difficulty of level 50 dungeon..

    I think 50 levels is enough for people to make things a bit challenging, in shadowbringers there is some attempts to make dungeon feels like challenge and I like the approach but in endwalker everything is easy even easier than shadowbringers.

    I have a concern that DT will have same difficulty as other expansions, please make game more challenging.
    Source: Trust me bro?


    Quote Originally Posted by Tunda View Post
    if someone is boosted as you say fukem i don't care just vote them or disband duty.. people are just tired of easy content in something related to story.. if someone is having a bad time learning a job go something like Bozja or do some fates.. you cannot just tell me that level 91 dungeon is easier than some level 50 dungeon..
    PEOPLE DOING BOOSTING IS NOT MY PROBLEM AS SOMEONE WHO DO ALL DUNGEONS FROM LEVEL 15 TO 90
    JUST DO ANOTHER QUEUE CALL IT BOOSTERS QUEUE AND MAKE MENTOR GO THEIR TO MAKE THEIR LIVE EASIER.

    If I want to get relaxed I will do fates.. I will do Bozja.. I will do level 20 dungeons.. but bro not in 100
    Tell me you're a toxic player without telling me you're a toxic player.
    (6)

  8. #8
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by Rikka_Chu View Post
    Just try to do full pull before first boss in Amdapor Keep. Most healers who want to strike because healing is 2 easy wont be able to heal tank with what they got at this level.
    You realize big pulls are actually primarily a tank and DPS mechanic?
    (0)

  9. #9
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,534
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by HighlanderClone View Post
    You realize big pulls are actually primarily a tank and DPS mechanic?
    Unless your tank is a DRK and to a lesser extent GNB.

    The problem is purely about a tank's self sustain and more importantly, the differences between them. Dungeons have to be designed around the lowest denominator (everyone has to clear it) and so they are designed with DRK's comparatively abysmal self healing. If tank's self healing was more normalised, they could design incoming damage where the self healing from tanks doesn't just provide a self benediction every 25 seconds. Once damage is too much for a tank to handle on their own, that is when healers can come in and deal with the rest.

    I is worth noting that when I say normalise the self heal from tanks, that does not exclude taking self healing away completely and leaving the recovery entirely on the healers (though personally, I think that is a bit extreme).
    (1)

  10. #10
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by Mikey_R View Post
    Unless your tank is a DRK and to a lesser extent GNB.

    The problem is purely about a tank's self sustain and more importantly, the differences between them. Dungeons have to be designed around the lowest denominator (everyone has to clear it) and so they are designed with DRK's comparatively abysmal self healing. If tank's self healing was more normalised, they could design incoming damage where the self healing from tanks doesn't just provide a self benediction every 25 seconds. Once damage is too much for a tank to handle on their own, that is when healers can come in and deal with the rest.

    I is worth noting that when I say normalise the self heal from tanks, that does not exclude taking self healing away completely and leaving the recovery entirely on the healers (though personally, I think that is a bit extreme).
    Sure, I was just trying to remind people that big pulls heavily rely on the tanks using their mits properly, and also heavily on the DPS for completing the pull as soon as possible before the tank runs out of mitigations.
    (1)

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