Player
cause saying things like this is nothing more than "expressing a different opinion."
And I already made the decision of not even trying M3 or M4, but the alternative, the malicious compliance way, would be to just to go to the raids and just stand there doing some semblance of a rotation, zero effort of doing mechanics, and when I die and get raised I do it again. "Sorry guys, I'm still learning the fight. Tee hee! ^_^" (might even turn off skip of watched cutscenes to sell the illusion). And when the healers get tired or expending MP on my sorry butt, I just gonna lie down in the floor, watching something on the other monitor. But I will sure fit and perky for the moment of rolling the loot. Or maybe I'll just finish whatever I was watching before I roll, that would be fun for M4 that I'm pretty sure must have a minion.
that isn't a completely reductive bad faith argument at all............................................................................................
Sense of accomplishment for gear? When the weekly Tomestones come out you can Trust, Hunt Train and MSQ Rolo very easily for the gear. That's pretty much having it handed to you without needing to challenge any of the new Experts, Raids or Dungeons.I have been a long advocate the game needs to be harder in it's casual content. Otherwise it gets boring and stale. A challenge would make things better for everyone...and give those that find normal a challenge a sense of accomplishment for the gear.
Having things handed to you isn't fun.....it's dull and simple. Normal RAID's should have a sense of difficulty that makes sense.
I feel they have hit the nail on the head this time around with difficulty of normal raids.
This comment in Arthars's video raises a great point.
See, people is dismissing this issue thinking they are not affected are wrong. You are in the same boat with people like me whether you like it or not.
And I already made the decision of not even trying M3 or M4, but the alternative, the malicious compliance way, would be to just to go to the raids and just stand there doing some semblance of a rotation, zero effort of doing mechanics, and when I die and get raised I do it again. "Sorry guys, I'm still learning the fight. Tee hee! ^_^" (might even turn off skip of watched cutscenes to sell the illusion). And when the healers get tired or expending MP on my sorry butt, I just gonna lie down in the floor, watching something on the other monitor. But I will sure fit and perky for the moment of rolling the loot. Or maybe I'll just finish whatever I was watching before I roll, that would be fun for M4 that I'm pretty sure must have a minion.
But you see I already decided that I gonna protest (and yes, I think deserves to be protested) by just not doing it (already said it in the OP) and not go with the second option because a) I'm not an as$hole, and b) as I said I don't believe the people in this forum represent the community at large and I would be griefing the wrong people.
On a completely unrelated note, I love all the people saying that criterion weren't played because of the rewards, Xeno already covered that on a video. You all love so much the challenge for the sake of a challenge that you kick the content under the rug the second it doesn't reward you with something to showoff how much of a Big Boy Gamer you are!
If that's is the rule, let me tell that undyable gear and some ts are not reward enough for the difficulty of these normal raids.
Reporting aside. So long as you do this one to just get the clear at least you’ll get what you want. People can and have cleared the fights with seven players easily. I just hope that you are okay with the possibility, of some people being agitated enough to report you, or if there is a wipe vote to kick you. But in all reality it sounds like a joke so I won’t put in much stock on that being anything more that that. Literally you can just put your best foot forward for 15 minutes per fight and then you don’t have to worry about it ever again! You can always watch it again through the unending journey. Also literally people who are trying and die and people who purposefully die are hard to spot. Just accept the raise and people will be none the wiser, I assume. The fight is chaotic enough to kill some people consistently
Just here to add to the voices outweighing the complaints. Absolutely love the difficulty level of all of the content so far and think it's perfect for bridging people to raiding if they are interested. Well done, square enix!
During EW, lots of players, casual and high end, found that alot of the non-savage, non-ultimate content put them to sleep because they were too linear, too casual-friendly and too easy. Yoshi-P even noted this during one of the streams. The Alliance Raids for EW had one that consistently put people to sleep cause it was just that much of a snooze fest. Dungeons in EW also suffered, I know more people who took hiatus in EW because the content they do put them to sleep then any other reason. 6.2 dungeon is another example..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).
DT is them fixing that, by upping that difficulty across the board. Yoshi-P literally pointed out the trick for one of the expert dungeons is "Don't try to greed." - and if thats a trend that happens from casual to ultimates, I can live with that. Cause people do some crazy things to do damage.
Dungeons are not hard, you just have a skill issue.
theres a 500 page thread on healers complaining that shits too easy and they have nothing to heal, now that baby content has some friction people are complaining?
For me, the game is at its best when you can get more damage if you work super hard but definitely don't need to. I like the option to push myself to the next level and how good it feels if I can do it, but I also like that it doesn't leave anyone behind, it's my own personal choice. Everyone else can run from the ghosts, I will try to dodge between them and maybe die sometimes while I hit the boss!During EW, lots of players, casual and high end, found that alot of the non-savage, non-ultimate content put them to sleep because they were too linear, too casual-friendly and too easy. Yoshi-P even noted this during one of the streams. The Alliance Raids for EW had one that consistently put people to sleep cause it was just that much of a snooze fest. Dungeons in EW also suffered, I know more people who took hiatus in EW because the content they do put them to sleep then any other reason. 6.2 dungeon is another example..
DT is them fixing that, by upping that difficulty across the board. Yoshi-P literally pointed out the trick for one of the expert dungeons is "Don't try to greed." - and if thats a trend that happens from casual to ultimates, I can live with that. Cause people do some crazy things to do damage.
As a "long" time player of 14 (Read: Since E5-8 / Ruby as the current EX). I have to say the difficulty increase is genuinely incredibly welcome. EW was incredibly easy, to the point I could probably fall asleep in a savage fight and wake up with it dead, DT is a very welcome bump in difficulty and interactivity, the only gripe I have, and I'll admit it's a minor one, is M3 is slightly annoying on Samurai due to his repeated insistence of being on the complete opposite side of the map repeatedly and my dash having a 10s Cooldown. (Admittedly a skill issue, I should be using Yaten prior to the first dash snapshotting to chase down better, but hey, sometimes I make mistakes). The insinuation that the normal modes are "As hard as Extremes" or "As hard as Ultimates" is frankly fucking insulting. Please improve at the video game. This goes doubly-so for any of the "MSQ" related activities people have whined and cried about in this thread, some people 'should' be skill gated out of being able to clear things, the point of a game is overcoming the challenges of it. Not to be an interactive movie.
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