6.0 did hold the biggest player count (Thanks WoW Devs for Shadowlands tho). From 6.1 to 6.5, players (both casuals and midcore/hardcore) started to leave because of the lack of ENGAGING content, even asking for Eureka back.
Last edited by Kiurt; 07-18-2024 at 09:28 PM.
It's true that there were a lot of people that would have preferred a Bozja type content instead of a deep dungeon, and there was a lot of people that wished there was a relic grind like the past. Can you tell how the difficulty of content enter in this equation? In fact I can tell that the reason not many people vibe with deep dungeons is because they get very hard after the early floors.
Bozja is a very good example of the direction SE has been going since SHB when it comes to difficulty for midcore people, you have content like Delubrum Reginae which has a first boss that punishes mistakes with doom, I personally thought that was rough, there was also stuff like Red Chocobo, how do these things compare with DT difficulty according to you?It's true that there were a lot of people that would have preferred a Bozja type content instead of a deep dungeon, and there was a lot of people that wished there was a relic grind like the past. Can you tell how the difficulty of content enter in this equation? In fact I can tell that the reason not many people vibe with deep dungeons is because they get very hard after the early floors.
To a degree yes, but the numbers were inflated due to certain streamers giving it a boost on their channels. Once that novelty wore off and their expansion was dropped a large amount left
As for people leaving my FC died in Endwalker loads left/quit/took long breaks. Gear was largely irrelevant in casual content, as the fights were so easy compared to previous dungeons, raids and trials.
So whats the point getting better gear if it's not punishing you in min ilvl gear?
It really wasnt hard at all. I think your confusing hard with punishing if you don't learn the fight.It's true that there were a lot of people that would have preferred a Bozja type content instead of a deep dungeon, and there was a lot of people that wished there was a relic grind like the past. Can you tell how the difficulty of content enter in this equation? In fact I can tell that the reason not many people vibe with deep dungeons is because they get very hard after the early floors.
Last edited by Masekase_Hurricane; 07-18-2024 at 09:44 PM.
WoW being in the toilet meant XIV got more exposure.
Endwalker may have been successful on a numbers standpoint but content wise it was rather lacking.
They've made the game way too easy over the past few expansions and players such as yourself have gotten too comfortable with queueing up and steamrolling content without any real thought.
The best content to come out of Endwalker is probably Dragonsong's Reprise.
I and obviously many others are happy that Yoshi's finally come to his senses and is making the game a bit harder.
Last edited by NightHour; 07-19-2024 at 01:56 AM.
I absolutely love the difficulty in the normal raids. Did them for the first time yesterday and I had a BLAST. Finally something that's not so hard that you have to prepare guides and go into PF to do it (like extremes), but yet something that's not so easy you fall asleep while doing it.
Since this is optional content people can skip, imo this is the perfect place to start to step up the game a little.
As a healer main, I finally feel like I actually have something to do. For the last 2 years of me healing consistently I ACTUALLY have to manage resources and such now. That's GREAT! These mechanics are a near perfect speed to be completely honest. Each boss fight in DT so far SHOWS you the mechanics one by one at the start of each fight before overlapping them. It's normal for MMO difficulty to go up in later levels. Keep in mind, this is ON content stuff so it's not like you get amazing gear that makes it so you can get hit by 20 different things. In all honesty, it feels like you've become to comfortable with endgame gear protecting you. Dawntrial finally feels like the content that siphons out actually bad players to some degree and it feels great. It FORCES you to check casts bars and keep you on your toes like the game was ALWAYS supposed to do. Not to mention, once you've seen a new mechanic more than once it's easy to compare it to something you've seen before on a more complex level. That's completely normal for what is supposed to be LATE game.
I read about half the thread, and I don't know that I necessarily have anything groundbreaking to add, but I'll tell my personal story of how I started the game.
I hit level cap back in 2.2, when Titan Hard was the hardest casual content we had in the game, and it was quite difficult. Getting hit by a couple aoes could kill you, and getting hit by a landslide would knock you off the arena, and you were unable to be raised. It wasn't super hard by today's standards, but everyone was worse at the game 10 years ago, and quite literally getting hit by one aoe could take you out of the entire fight.
I was new to the game, and no expert by any means, so I died a lot in that fight. Sometimes it was taking too many Weights, sometimes it was falling off, but if I ever got it in trial roulette, I never got through cleanly. So I decided one day that I was going to just queue for Titan Hard over and over until I got better at it. It took a good handful of tries, but eventually I could get through it without dying. A few runs later, I could do it without getting hit by anything. A bit after that, I was learning when the tummults came and when I should use Virus to mitigate them. 10 years later, I've cleared every raid since FCOB on patch and four out of five Ultimates.
Nobody starts out great at the game, and you're almost always going to die a few times in new content. That doesn't mean the content needs to be made easier, it just means you need practice. There's nothing in this game that's so hard that literally any player can't do it given sufficient practice and study. I genuinely believe that anybody can successfully clear Ultimates if they take the time to learn them and apply themselves, so normal raids should be well within anyone's grasp.
If you don't want to put the time in to practice the fights, to study your rotation, to improve at the game, that's fine. That content doesn't have to be for you. This game doesn't have to be for you. If you want to clear every fight on your first try with little to no issue, if you want a completely frictionless experience, that's what the story content is for. The raids, even on normal mode, are meant to be a step up from that for the players who do want that.
except Dawntrail is seemingly even using even story dungeons to filter "bad" players judging from the first boss of Origenics being so cruel to healers, and the generally higher dungeon difficulty overall, and i find it hard th believe if the story dungeons are THIS much harder, anything harder (expert dungeons, normal raids, but especially extremes/savage/ults) are going to be like impossible for most players. Why does a story dungeon have a poison dot that's comparable to the dots that p10s did?
If you don't want to put the time in to practice the fights, to study your rotation, to improve at the game, that's fine. That content doesn't have to be for you. This game doesn't have to be for you. If you want to clear every fight on your first try with little to no issue, if you want a completely frictionless experience, that's what the story content is for. The raids, even on normal mode, are meant to be a step up from that for the players who do want that.
How is it being "Cruel to healers"? It's asking you to use your overwhelming amount of resources to HEAL. And not only you, melees have healing resources, casters have shields, we got mitigation, we got tanks that shoulder healing without a need of an actual healer. Just step up your game at level 99, read the tool tips of your cast bar and go have fun.except Dawntrail is seemingly even using even story dungeons to filter "bad" players judging from the first boss of Origenics being so cruel to healers, and the generally higher dungeon difficulty overall, and i find it hard th believe if the story dungeons are THIS much harder, anything harder (expert dungeons, normal raids, but especially extremes/savage/ults) are going to be like impossible for most players. Why does a story dungeon have a poison dot that's comparable to the dots that p10s did?
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