Dungeons have not been too hard at all. Imo most of them could still be harder. I pray that the hopefully small but loud minority about the difficulty doesnt make SE change it
Dungeons have not been too hard at all. Imo most of them could still be harder. I pray that the hopefully small but loud minority about the difficulty doesnt make SE change it
These raids are fine difficulty wise.
God forbid you have to learn to complete mid tier content.
The only difficulty I had is the expert dungeon number 2 (deadwalk), and I hate the first boss, HATE IT HATE IT HATE IT!
MY first time going in with a friend, and our healer just don't want to heal at all, he never cast bubble, assize, or medica 2, and we wiped on the first boss SOO MANY TIMES.
Have you ever thought that maybe the problem is just you? Like, the playerbase is collectively getting better year after year as is normal, if you're the one that's left behind wouldn't just be a skill issue on your part?I wanted to wait to see the raid tier before I say anything. There are already post about dungeon and trial difficulty, and now normal raids should be thrown into the discussion too, and I might repeat points already said but I think we should really make a point of this, we (the people not ok with this difficulty) need for the devs to hear it to hopefully make a course correction.
The problem with the difficulty on normal fights as I see it is:
-Use and abuse of non standard telegraphs.
-Nasty mechanic overlaps, stuff you would see on extreme and harder fights.
-Mechs resolving too quickly for the mental capacity they demand to process.
-One too many "catch this!" mech (mechs that have you running around like headless chicken evading seemingly random patterns).
All this has been making fights in this expansion frustrating and exhausting.
The Honey B fight had me wishing for the healer to not raise me, I was there in the floor, dead for the Nth time, thinking that I don't really want to be on that duty.
And it's not an issue of learning the fight, because that I can do, but we don't do this content alone, you know? I think it was the 4th time I was doing Valigarmanda when I finally managed to finish without dying myself, but that's a moot point when half the party was dead half of the time, even knowing the fight doesn't make it any less of a disheartening experience.
And yes, this concerns normal raids too even if they are optional content. In fact I gonna take the skip option for this raid tier, something I haven't done since I started playing in SB. And that's the point really, for the most part in the past 3 expansions difficulty for normal content was fair outside of some hiccup here and there.
I firmly believe that content meant to be done via the duty finder (where you don't choose who you playing with) shouldn't be this level of punishing. And I know that JP people do savage in the duty finder but we don't do that in NA or EU, for better or worse western players doesn't behave like JP players.
Finally I think that people that thrive with difficulty (the ones that demand harder content) already have extremes, savages, ultimate, criterion dungeons, and more (Yoshi-p is even touting of savage alliances), this people is eating really, really good. Do they need to take normal content too? Can casual players have something easy-ish to play? Please?
It's 100% a skill issue.
Now I'm no superstar raider or anything, I died a LOT in these normals and you know what?
I had way more fun than doing Pandaemonium Normals, these fights have an element of challenge to them and that's a good thing.
I am actually glad the devs decided to give the content a little bit of a push. We have seen the same mechanics for years and factually, we still play the exact same mechanics now, the main difference is the way these mechanics are telegraphed.
By adding a little bit of awareness and trying to teach players to look at .. shiny things at bosses or the sides, the devs are in a sense make also create 'better' players and more people who think themselves now .. less afraid to jump into ex trials or savage content.
The main 'difficulty' comes simply from having never to watch out for anything in the past and now suddenly .. we are asked to use what we have learned in the past.
Do we have new telegraphs? Yes
Do we potentially fail to identify these telegraphs at first? Yes
Does running the content gets players used to the new telegraphs? Yes
So all difficulty will practically vanish over time. When gear also gets a bit elevated, failing mechanics can easily be tanked/healed through as it always used to be.
I feel like most statements regarding to the difficulty is just coming from first impressions, rather than actually engaging or playing the content.
Having to pay a little bit of attention in a dungeon can only be a good thing, as it raises player awareness, but this is an effect that needs a little bit of time to shine. We are coming from an age of brain dead/ignore it all.
I would be very sad, if based on the vocal minority, the next bit of content again gets designed to be braindead, as all content eventually will turn into that anyway, with a bit of time and getting used to it. Having it feel interesting in its early stages of its lifetime can only be a good thing.
In the end, it is okay to fail while learning. A run gets severely handicapped when you have deaths in the attempt, which can derail the whole attempt. But that is fine.
We humans usually mostly learn through failure, not through success.
Also this is final fantasy XIV, no patterns are random or not telegraphed with enough time to comprehend and interpret it.
But there are simply unspoked rules in the content that people are usually figuring out during their journey and are expected to be used, such as:
you can move as early as the cast bar for an enemy attack is finished, because the attach, despite of what you see, is at that point locked in place. So dodge windows become a lot larger keeping that in mind.
So TL;DR
I feel the content is decently paced and I love that change.
People should learn a bit of patience and it is okay to take some time to learn.
It is okay to not rock everything at the 1st time.
It is okay to not rush simply everything.
Please do not design content into super easy braindead again, as it will turn out this way with the passage of time anyway.
Numbers doesn't equal Engaging or fidelity besides I don't even have to say it myself was Yoshi P himself who said that he regrets making the game so easy, he acknowledged the criticism towards the lack of engaging content in his own words he "falls asleep doing content" in it was a common sentiment towards EW, if EW had alot of players was thanks of numerous circumstances related to external stuff, only looking at numbers is one of the worst things as a players we could ever ask look at WoW, they only cared about numbers and everything falled pretty hard. You know what was one of the worst things about EW everyone wanted to play and probably many logged into the game just to find themselves afking and finding out there was nothing fun to do, those are your numbers
Oh boy, Arthars did made a video about this post! Should I prepare snack to greet the incoming crowd of "git gud" and "it's ok to be bad"?
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