Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 33
  1. #1
    Player
    Katachthon's Avatar
    Join Date
    Jul 2024
    Location
    Ul'dah
    Posts
    23
    Character
    Kathelinda Nailo
    World
    Moogle
    Main Class
    Gunbreaker Lv 100

    Analysis on dungeon difficulty increase

    The dungeon and trial difficulty has been increased in Dawntrail. Here is my analysis on the techniques and the consequences of it, as a veteran MMORPG player.

    In most boss fights of older expansions, most mechanics either have very obvious visual effects or a cast bar with the name of the boss skill, so one can use these as a clue to react. In this expansion, they added some skills that have no cast bar, name or obvious visual effects. This has turned verbal and quantifiable information into nonverbal and unquantifiable information. That is one technique to make it harder.

    The second technique, is to increase the amount of one-shot kill skills for boss encounters. Surely, for those who value competition over collaboration, this brings them the adrenaline rush, and it serves them very well.

    However, it is the same old path Blade and Soul Online once walked. The major consequence is the drastic reduction of the error tolerance, and thus the surge in stress levels in the player base. In turn, it fosters perfectionism and a false sense of superiority, causing schism and alienation among us players. As a consequence, expect way more toxicity in the player community. This is not our fault, but the unintended consequence of SE's game design.

    It is SE's game, it is their call. I, for one, can handle the mechanics, but if the toxicity reaches the BnS level, sorry then♥
    (10)
    Last edited by Katachthon; 07-15-2024 at 10:53 PM.

  2. #2
    Player
    Mikitan's Avatar
    Join Date
    Sep 2021
    Posts
    5
    Character
    Mikitan Fox
    World
    Lamia
    Main Class
    White Mage Lv 56
    I know at least for me this game has gone from casual fun to just abandoning duty 90% of the time for these new dungeons after I've been raised the 5th time in the 1st boss fight. I am trying to enjoy learning pictomancer but I am spending more time running than casting. I don't begrudge people having harder modes to play, but it is just straight up embarrassing for me now to a point I am having anxiety pushing through the MSQ. I feel like I am a burden, a waste of time, and the people on the forums seems to agree with that assessment... if you have a problem with this insane difficulty... unsub and leave, they got what they want and anyone below them has no place here. What happened to this community?
    (4)

  3. #3
    Player
    LalafellDown's Avatar
    Join Date
    Sep 2015
    Posts
    761
    Character
    Ultima Ultima
    World
    Tonberry
    Main Class
    Dark Knight Lv 100
    I haven’t notice any difficulty increase. I notice they decrease the difficulty in older trials and dungeons which I’m not happy with.
    (6)

  4. #4
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,571
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 95
    Then again, having run through the Titania MSQ trial as a Pictomancer, it appears that DPS in some older trials is as difficult (and low) as it was back when the trial was new. (3 wipes, but still finished. Thankfully there is only that pseudo-rage bit at the end).
    (0)

  5. #5
    Player
    Chyro's Avatar
    Join Date
    Nov 2015
    Location
    Gridania
    Posts
    201
    Character
    Chyro Soulpaw
    World
    Omega
    Main Class
    Scholar Lv 100
    Haven't really seen any toxicity caused by this. For the final story dungeon, I was healing for the first time and we wiped like 4 times to the first boss cause most didn't know how to properly move through its main mechanic. The tank tried to show us and we eventually learned it and got past the boss.

    If you're worried about not being allowed to learn or have anxiety about making a negative impression, I recommend finding a newbie-friendly FC (or just a general friendly FC, usually most people like helping and supporting others in this game in my experience) and running the dungeons with them. Letting the party know its your first time or even just that you might struggle with some bosses. Or actively asking for advice. It can be a hurdle to have the courage to communicate, but it can easily lead to more positive experiences.
    (3)

  6. #6
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,073
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Mikitan View Post
    it is just straight up embarrassing for me now to a point I am having anxiety pushing through the MSQ. I feel like I am a burden, a waste of time, and the people on the forums seems to agree with that assessment... if you have a problem with this insane difficulty... unsub and leave, they got what they want and anyone below them has no place here. What happened to this community?
    I personally strongly disagree that there’s any content between 90-98 that constitutes ’insane difficulty’ in my experience, but more to the point if you’re having trouble with DF why not use trusts?

    They give you all the time in the world to learn what you’re having trouble with without the pressure of other people judging you. Plus following trusts can (usually) allow you to learn safe positioning etc for many bosses, so it’s kind of like a tutorial.

    It might seem difficult, but that’s probably just because it’s new. Once you’ve given a dungeon a few tries - even with it’s just with trusts - it’ll be much more comfortable. Plus things like gear too of course.

    Lastly, when it comes to overall performance frankly I wouldn’t worry too much. As long as you at least try, I’m absolutely sure you won’t be the worst player to have ever set foot in that dungeon lol. Hell I’ve done the dungeons all quite a few times (got 3 jobs at lv100 so far lol), and I still die to random stuff lol.

    As for the OP, I feel like the second technique is problematic. If there are more one-shots, it devalues the healers even further as it gives them less power to help the party survive. At the same time, not having enough outgoing damage leads to what we have now where there isn’t enough to justify using GCD heals. My suggestion would be rather than more one-shot mechanics, more mechanics ‘that deal significant amounts of damage’ would meet the requirements without running risk of devaluing healers (and increasing the value of raise-casters). Whether it’s just high values, percentage based, ‘reduce HP to 1’.
    Plus higher damage output also incentivises dps to use their mitigation/healing skills
    (10)
    Last edited by Connor; 07-14-2024 at 09:59 AM.

  7. #7
    Player
    Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,650
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Dancer Lv 60
    The only "harder" ones are the two ex dungeons, due their chaotic mechanics - you notice how they arent made for trusts. Till those we've never managed a wipe at all, which is kinda sad on first times...
    (4)

  8. #8
    Player
    Katachthon's Avatar
    Join Date
    Jul 2024
    Location
    Ul'dah
    Posts
    23
    Character
    Kathelinda Nailo
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by DPZ2 View Post
    Then again, having run through the Titania MSQ trial as a Pictomancer, it appears that DPS in some older trials is as difficult (and low) as it was back when the trial was new. (3 wipes, but still finished. Thankfully there is only that pseudo-rage bit at the end).
    Oh I have no problem to get through. I always do the MSQ dungeons myself solo on duty support to learn the mechs, to make sure I am not a burden in roulettes. Thank you for your concern.

    The toxicity increase is a long-term effect. It usually takes at least 6-9 months to see, and is gradual. I have seen it happening again and again in various games. It is a pattern, not a rant.

    I was giving another try to BLM in DT, and it seems the dungeons are not very friendly to BLM's hardcasts. In the fight of a certain knockbacker, I wiped 9 times (still solo duty support), and eventually killed it, adopting a strategy of insta-casts.

    The second encounter, I was tanking in the roulette, and had no problem at all. But I decided to ditch BLM again for SMN. I used to lead in very difficult raids myself in WoW back in the days, so it is not a personal problem.

    For other dungeons, I really see a striking similarity between the new design philosophy and Shoot'em up games (STG), such as Touhou and Raiden series. It is a discussion about game design, not player competence.
    (1)
    Last edited by Katachthon; 07-14-2024 at 03:25 PM. Reason: Clarification

  9. #9
    Player
    Toutatis's Avatar
    Join Date
    Dec 2021
    Posts
    961
    Character
    Marshmallow Puff
    World
    Excalibur
    Main Class
    Warrior Lv 82
    I don’t think they are harder mechanically. It’s because we were used to over be geared at the end of EW.

    That being said, visually some dungeons are really hard on the eyes (like vanguard where everything glows and is pink and purple - I have to rest after that one) and the netcode can play bad tricks on the first boss of Stayborough (I had adds pass right through me with no effect and got stunned by adds that looked about 5 ft away when I was sure I was clear of them).
    (1)

  10. #10
    Player
    Katachthon's Avatar
    Join Date
    Jul 2024
    Location
    Ul'dah
    Posts
    23
    Character
    Kathelinda Nailo
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Connor View Post
    As for the OP, I feel like the second technique is problematic. If there are more one-shots, it devalues the healers even further as it gives them less power to help the party survive. At the same time, not having enough outgoing damage leads to what we have now where there isn’t enough to justify using GCD heals. My suggestion would be rather than more one-shot mechanics, more mechanics ‘that deal significant amounts of damage’ would meet the requirements without running risk of devaluing healers (and increasing the value of raise-casters). Whether it’s just high values, percentage based, ‘reduce HP to 1’.
    Plus higher damage output also incentivises dps to use their mitigation/healing skills
    I have noticed that instakills are fairly common among the last alliance raid dungeon of each expansion, such as The Tower at Paradigm's Breach.

    I personally think it is good to have instakills there, but everything is good in moderation.

    Your point about healers is valid. If instakills are getting too excessive, I might well adjust my healing strategy accordingly, or even stop playing healers.

    How will this influence the job balance? That is an interesting and open question. We will see. ^_^
    (4)

  11. 07-15-2024 02:12 PM

Page 1 of 4 1 2 3 ... LastLast

Tags for this Thread