Time to get good. Enough with this boring easy content. Normal dungeons and raids are finally engaging after so so many years.
Time to get good. Enough with this boring easy content. Normal dungeons and raids are finally engaging after so so many years.
DT difficulty is alright but please reduce using fall damage (falling through the floor) as an artificial difficulty. It doesnt feel good and the game isnt designed to be a platformer. Do you need to be punished if you screw up a mechanic? Yes. But im sure there are more creative ways than "The floor is gone now so youre dead" or "Oh no the arena is shrinking, be careful of falling". I dont think theres any other MMO with a proper battle system and raid that rely so much on falling through the arena to kill players as if its a platformer. If i want to play a platformer game, I will do it. This is an MMO. And in this game theres a snapshot, its not very responsive. You cant adjust and jump properly. Its not designed to be like that.
Oh no, you wiped. So what?
Pick yourself off the floor and do it again.
Overcoming challenge is what makes games fun. DT already did enough to cater to the Visual Novel crowd with that slog of an MSQ, please don't turn every aspect of this game into baby mode story time.
Huh.
Dungeons, trials and normal raids have not increased in difficulty. In fact, they are now easier to read, and we even got a red shiny text bar that tells people "Heyo hello there's a mech coming up". You're either out of touch, or out of the game loop.
Even with the "hurdur live service game" excuse, it is still an mmo game, where dungeons on the higher level are supposed to get broader and introduce more mechanics. Dawntrail, with many flaws on the main story, did it splendidly.
You do not need to know fight. You come to understand it, by seeing mechs resolve and thinking about where to stand on next time. It is not in fact a problem of the game, if you expect to queue up to level 100 content and get the same treatment as the Main Scenario roulette.
If you want casual content, consider Island Sanctuary. If you want to play casually at dungeons - learn.
Otherwise,
skill issue.
Dear friends,
I've read though this forum patiently, and I am going to do my best to stay empathetic and measured.
If it makes those of you who are anxious feel better, you are not alone. Anxiety is certainly a human condition. In my years I have never met a single person devoid of it, often about things that are fairly meaningless to observers. Feeling anxious and scared of failure is ABSOLUTELY NORMAL. We have all experinced it. If you don't have this experince, please let me know, i'd love to chat.
I taught Organic Chemistry for some years. A notoriously difficult subject, but like so many things, it's nowhere near as hard as people say it is. I would say 90% of people who underachieve in chemistry do so not because of chemistry, but because of their crushing anxiety. With some time and effort, almost everyone can do it. It's building confidence and not letting anxiety ruin your focus.
I have personally spent several years paralyzed with anxiety and struggle with it every day, not about FFXIV, but about other issues. It has made my life worse in many many ways. All my regrests in my exisistance were from either things i was too scared to do or times when i got too anxious to perform. IT took me a while, but this fear and anxiety is the main inhibitor we face and stop us from living up to our potential in the world, but please believe me when i know it is hard.
I'll hit you with the depressing story first. My father, who was a great dad and i love him dearly, lost his job in 2006 or 2007, though something which objectively was not his fault. However, the crushing weight of that blow, coupled with his anxiety to learn new things, his lack of patience and frustration with the learning process, coupled with fear, depressing, and alcoholism, sent him into a place where he really couldn't do much for an extended period of time. In retrospect, my dad was great at his job, great with people, but he struggled with computers and literally no one was willing to hire someone in their 60s who struggled with technology, among some other things. Instead of learning a new skill or deciding to keep trying, my father gave up and drank far too much. Last January, he died slowly and painfully in the ICU.
Back to my two cents on the difficulty of these dungeons, by the time we are in dawntrail we have played literally hundreds of instances. If i were teaching you chemistry (for example, subject doesn't matter), and I patiently helped you do 100 chemistry problems, I'd expect you to get better. I don't expect you to be a pro chemist or anything, but we should be better than we started and hence the difficulty should increase. What FFXIV has been doing through its fight design has been to slowly ramp up the difficulty and teach you new mechanics. I too found some of the dodging on normal raid 2 difficult, but it was nice to finally have an example where I had to try at a normal raid mode and TBH, not all the normal raids were complete cakewalks on release day (eden 6 comes to mind), so I don't think it's so out of step with what FFXIV has been doing over the years. As for the dungeons, it was finally nice to have some new mechanics where i had to pay attention to not die.
I'm surprised we aren't talking about it, but I thought the last fight of this expansion was the most difficult MSQ fight we ever had. Personally, I loved it.
Remember, it is OK to feel fear and anxiety. This is so amazingly normal that it would be extremely strange if you didn't.
It is ok to try and fail. EVERYONE tries and EVERYONE fails. I am not sure a person exists who has never failed, and if they do, that failure will crush their soul. We should honestly fail early and often.
The key point is to GET UP AND KEEP TRYING. Life is literally a long process of dealing with some emotionally upsetting, obnoxious stuff that makes your life harder, possibly a failure that compounds it, but getting up and performing well anyway. That is literally how anything ever happens.
Keep going strong friends!
P.S. If someone you know has issues with Alcohol, try to get them help. Alcoholism makes everyone's life worse and trust me, liver failure looks a million times worse than it sounds. No one wants that.
Super tight timing windows and constantly running around isnt fun. That is going past the happy medium of dodging an aoe attentively and moving to react to the enemy.
Dialing it up is just lazy, bad and uncreative design. The game *has* to be different going forward. Making normal content closer to savage will just make the game not appeal to normal players anymore, and it still wont appeal to savage raiders. And it wont get normies into savage either.
Midcore players and casuals want more difficulty, sure, but not all of them. And there is implementing feedback and there is doing it well. Difficulty needed to increase, but this is a bad way of doing it.
No one likes untelegraphed instakill mechanics that you can only know by memorizing when it happens after the fact, or researching the content with guide videos beforehand. How lame is that? I dont want to do homework, I want to play. Thats why i dont play savage.
Stacked mechanics are usually equivalent to instakills unless performed perfectly and that even eats into the problem with healers having nothing to do. If youre too busy running around, you cant heal. And if people are either 100% hp or dead, theres also nothing to heal.
It's poor game design, but i think better than striking dummy bosses at least.
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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