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  1. #1
    Player
    Remember_The_Name's Avatar
    Join Date
    Sep 2022
    Location
    Gridania
    Posts
    97
    Character
    Caroline Frost
    World
    Odin
    Main Class
    White Mage Lv 100
    I am both hands up for this.

    More DPS checks, soft/hard enrages, as long as they are woven nicely into the fight.

    Deathgaze Hollow from Dun Scaith has it done perfect. He slowly "contaminates" the arena, until there is no more safe squares and his next "explode all black tiles" wipes out everyone. Yes, you can delay raise through it, but it is akin trashing in agony before the next explosion.

    All players can clearly see the arena getting less safe, the fight stakes rising with each square "blackened", game pushes you to perform better with adds that fills your LB gauge, the desire to pump your DPS efficiently is met with satisfaction of defeating boss before the "enrage".
    (well, unfortunately, with power creep and retarded Ilvl sync, it dies insanely quickly without doing anything, but that's the story for another time)

    Enrage doesn't need to be strict or anything. Accounting said Item Level bloat that eventually turns all Normal fights into players punching a fancy target dummy, people won't even see one for years. But the simple thought of the fight actually having a "bad ending" at the back of player's mind would be nice.

    And more stuff for DPS checks in the fight, PLEASE. Break stuff to prevent raid-wiping ultimate attack, breaking party members from jails, killing adds before they snowball - I will gladly take all of that. Attacking one single target dummy for entire expansions getting a little bit boring, not going to lie.
    (3)

  2. #2
    Player Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,099
    Character
    Guy Friedman
    World
    Halicarnassus
    Main Class
    Bard Lv 100
    To me, if you can queue for it and have little to no communication outside of text chat, there is a difficulty ceiling. Regardless of how much you want to flex about how hard of a thing you can do, it's about the whole.

    Also, it's the chill factor. Some people want low pressure raiding, and that's what this is. You take that away if you jack up the difficulty.

    I'm just saying. It's the duty finder with random players. Use your brain.

    I think back to Stormblood and people abandoning Orbonne. Hell, people still leave it when I get it in roulettes. And it's much easier now. It's a snoozefest, but people still remember how hard it was before. Shoot, I still take the 30-minute penalty if I got Weeping City.
    (2)
    Last edited by Ardeth; 07-27-2024 at 07:50 AM.

  3. #3
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    Those threads recently have become really hilarious. People got used to auto-win while spamming 1 or 2 buttons these days. No challenge to overcome, no reason to practice or to improve to get better and immediately give up whenever you stumble or let alone fall down...

    Final Fantasy games aren't really considered hardcore by game standards but what they always did well is to test the player at certain intervals if they are ready to push on through their journey and see if they improved throughout the times. This game already just feels like an afk-arena and if you ask for bit more engaging difficulty outside baby mode, you get backlashed to go play darksouls difficulty - it's either easy modo or very hard lunatic mode but all most ppl ask is for a "normal difficulty"
    (2)

  4. #4
    Player
    lolnotacat's Avatar
    Join Date
    Apr 2021
    Posts
    558
    Character
    K'ayla Rhiki
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shikiseki View Post
    Those threads recently have become really hilarious. People got used to auto-win while spamming 1 or 2 buttons these days. No challenge to overcome, no reason to practice or to improve to get better and immediately give up whenever you stumble or let alone fall down...

    Final Fantasy games aren't really considered hardcore by game standards but what they always did well is to test the player at certain intervals if they are ready to push on through their journey and see if they improved throughout the times. This game already just feels like an afk-arena and if you ask for bit more engaging difficulty outside baby mode, you get backlashed to go play darksouls difficulty - it's either easy modo or very hard lunatic mode but all most ppl ask is for a "normal difficulty"
    I'm starting to feel like the XIV developers need to make clear distinctions about the difficulty of content, along with retooling it to meet said expectations. Everyone goes into content with their own expectations, and if they aren't met, they get mad. Instead the content has to be made with a clearly defined difficulty and if someone isn't up to that level, then they need to be told by the development teams that the content either isn't for them, or to git gud. They do this for Ultimates and to a lesser degree, Savage. I wish they'd do it for other difficulties as well so like other games, we'd have a clear path to raiding. Instead we go from babymode dungeons, trials, raids, and ARs, to actually difficult Extreme and Savage with no intermediate difficulty, which the 8m raids realistically should fill.

    And this is coming from someone who doesn't savage raid. I don't have the time or patience to find a raid group and progress for hours a week in my anime catgirl game. Most I'll bother with are Extremes, and usually that's a couple weeks after they come out so I can just watch a video and muddle my way through with a PF.
    (1)

  5. #5
    Player
    TheRealQuah's Avatar
    Join Date
    Jul 2018
    Posts
    275
    Character
    Q'hahtoa Quah
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by lolnotacat View Post
    I'm starting to feel like the XIV developers need to make clear distinctions about the difficulty of content, along with retooling it to meet said expectations. Everyone goes into content with their own expectations, and if they aren't met, they get mad. Instead the content has to be made with a clearly defined difficulty and if someone isn't up to that level, then they need to be told by the development teams that the content either isn't for them, or to git gud. They do this for Ultimates and to a lesser degree, Savage. I wish they'd do it for other difficulties as well so like other games, we'd have a clear path to raiding. Instead we go from babymode dungeons, trials, raids, and ARs, to actually difficult Extreme and Savage with no intermediate difficulty, which the 8m raids realistically should fill.

    And this is coming from someone who doesn't savage raid. I don't have the time or patience to find a raid group and progress for hours a week in my anime catgirl game. Most I'll bother with are Extremes, and usually that's a couple weeks after they come out so I can just watch a video and muddle my way through with a PF.
    Extreme fights are the intermediate difficulty. They have an very generous enrage and simple mechanics. I cannot remember the last time an extreme fight was difficult. (shinryu?)
    Savage can argue is also intermediate-ish. It's midcore content for sure, especially the first 2 floors and often the 3rd isn't a stretch.
    (0)

  6. #6
    Player
    TheRealQuah's Avatar
    Join Date
    Jul 2018
    Posts
    275
    Character
    Q'hahtoa Quah
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Having enrage timers in DF content is pointless. If you are in a party that is hitting those timers, you're just gonna disband and then the people looking to be carried and not contribute will just queue again and get carried by someone else. Enrage timers in content that you queue for with randoms is pointless. Enrage timers are only pertinent in PF where you can pick and choose members.
    (1)

  7. #7
    Player
    GrizzlyTank's Avatar
    Join Date
    Jul 2015
    Posts
    1,734
    Character
    Livia Bloodletter
    World
    Phoenix
    Main Class
    Dancer Lv 100
    Eh. The difficulty is fine this time arround, no enrage needed.

    The heart phase and chaotic bees for M2 will wipe people.

    For M3 the boss really puts a strain on the healer once you enter phase 2. Not to mention that healers will die if only 6 are in the stack.

    M4 and M1 are mid. Once you know their gimmicks it's fairly straightforward.

    Quote Originally Posted by TheRealQuah View Post
    Extreme fights are the intermediate difficulty. They have an very generous enrage and simple mechanics. I cannot remember the last time an extreme fight was difficult. (shinryu?)
    Golbez with a pug... /cry
    (0)
    Last edited by GrizzlyTank; 07-27-2024 at 09:25 PM.

  8. #8
    Player
    Tidia's Avatar
    Join Date
    Jul 2024
    Posts
    2
    Character
    Tidia Iphar
    World
    Zodiark
    Main Class
    Sage Lv 100
    I think DPS players should mostly get punished for not staying alive instead of judging their ability to push buttons correctly, since optimization/uptime is more of a EX/Savage thing.
    DPS checks are rarely reached on NM content and would only create frustration after an already much too long fight.
    I'd rather we get mechanics that can't be solved with too few players where everyone simply goes boom, like towers.
    (1)

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