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  1. #1
    Player
    Grann-Goro's Avatar
    Join Date
    Mar 2017
    Posts
    246
    Character
    Grann Goro
    World
    Ragnarok
    Main Class
    Paladin Lv 90

    Please repair the first Ifrit fight for new players !

    Hello,

    For several years now, I have occasionally taken the time to come with new players randomly through the first areas of the game, and I have come to think that the first battle against Ifrit really deserves to be corrected, because its current balance isn't what it was anymore.

    From what I have observed with our dear beginners, the first three dungeons are still quite well-calibrated, I think, to assimilate multi-target combat and to train players in targeting, which is often the main issue for new players.

    However, most of the new players I have played with tell me they were disappointed with the battle against Ifrit.

    I think this fight is simply way too short right now, and Ifrit deserves to have more health points.

    Even with groups made up entirely of players without job crystals equiped (myself included), who don’t necessarily have optimal gear, AND with the "minimum level" option activated (so the conditions the fight was technicaly designed for), the fight lasts about 2 minutes.
    That's WAY too short for the first climax in the game !
    We only see about half of the fight, and players didn't even have the time to have fun.

    In fact, even with those "minimal" conditions, we rarely even reach the stage where the first four large aoes appear on the ground.
    So imagine what it is for new players who use the dungeon finder and end up with experienced players, fully geared, and with the stat bonuses from their job crystals !
    They simply never see them !

    Plus, maybe Ifrit could hit a bit harder on the tank, as the latter takes very few damage. Nowadays tanks have their "increased defense" passive trait at level 1, whereas back during ARR, their increased defense was gained at level 40 with the tank stance, so way after Ifrit !


    One last thing: I understand the benefit of having the cutscene before the fight inside the instance, because for a new player, it would be weird to have a "climatic" cutscene like that, and then have to wait for a group. (that wouldn’t be great)
    However, I think it would be better if the final cutscene (the one with Thancred, Livia, and Nero) only triggers after leaving the instance - not inside of it as it is now - so new players can say goodbye to others, like it is for any other dungeon in the game.


    For me, this fight against Ifrit marks the end of the game's tutorial and should be much more memorable.
    Of course, this is just my opinion.
    (1)
    Last edited by Grann-Goro; 07-04-2024 at 07:16 PM.
    Retired healer

  2. #2
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    when the cutscene is longer than the fight, you know there is a problem xD
    (4)

  3. #3
    Player
    Mesarthim's Avatar
    Join Date
    Jun 2016
    Location
    Kugane
    Posts
    974
    Character
    Rozemyne Shyahoro
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    I remember in the olden days when I got paired with an arcanist (who only healed) we were failing the dps check on the nail.

    Now low level potencies are so high that is failproof.
    (0)

  4. #4
    Player
    PorxiesRCute's Avatar
    Join Date
    Dec 2021
    Location
    Gridania
    Posts
    312
    Character
    Nekhii Qestir
    World
    Kraken
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Arohk View Post
    when the cutscene is longer than the fight, you know there is a problem xD
    Exactly... Why haven't those cutscenes been moved out of the duty by this point?
    (1)