I'd rather have them experiment with actual fresh things instead of reprocessing older content into yet another trial boss but with 24 people.




			
			
				I'd rather have them experiment with actual fresh things instead of reprocessing older content into yet another trial boss but with 24 people.




			
			
				One thing they seem to have actually done different is the mechanics are extremely random. They are still phases, but it can do a lot of casts in totally random orders or even just choose some mechanics but not others depending on the pull. Maybe they have some pre-set patterns like usual but I didn't particularly catch on to one earlier.
Amen. Would be nice to have a little variation for endgame activities. Not like there are no other MMO's that do different things one could take inspiration from.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
I think it's going to be a test to see how well this one does and how long it stays active for.


			
			
				Im going to hammer a guess, if successful, they'll prolly mixmatch it with Criterion as gearing alternatives during odd patches. Been fun so far, only issue I see in the future is just getting the 24m maybe they'll reduce that requirement later on?
I mean Healer wanted something to do, here we go the Doom you get is something you can dispell so your healers needs to pay attention if someone messes up.


			
			
				They always over-tune the content… sorry, this ex turned out to be ultimate, our bad… hope you enjoy.
They really need to have a team of players who are NDA to test the content. QA is one area where Japanese culture fights against them. They really need more NA/EU testers who can offer brutal but honest opinions.
I'm just glad they're experimenting with new bends on the core combat content at all, tbh.
That's not to say I wouldn't like wholly new experimental content, of course, but given that so much of those attempts haven't been that (instead, just bends on past experiments) and, by nature of not being related to core content, haven't been given any real weight (often aborting the project immediately if it doesn't see sufficient use), I'm happy to see that experimentation target something a bit more core this time around.
(Aside: Personally, next I'd most like to see a new take on dungeons and raids --in the manner of Bozja's, but taken even further in its abnormalities-- each by a different name.)
			
			
				That's precisely what's going to happen with Chaotic, as predicted on Reddit when the difficulty level was announced.I'm just glad they're experimenting with new bends on the core combat content at all, tbh.
That's not to say I wouldn't like wholly new experimental content, of course, but given that so much of those attempts haven't been that (instead, just bends on past experiments) and, by nature of not being related to core content, haven't been given any real weight (often aborting the project immediately if it doesn't see sufficient use), I'm happy to see that experimentation target something a bit more core this time around.
(Aside: Personally, next I'd most like to see a new take on dungeons and raids --in the manner of Bozja's, but taken even further in its abnormalities-- each by a different name.)
Then, I guess my main concern is that, per the norm, feedback will be misinterpreted defensively/fatalistically. Harder Alliance Raids is an easy sell to me, especially if that difficulty doubles as a way to make the content far less rote. 24-man Savage Trials far less so, even if I can appreciate the attempt to do at least something new.
I wonder what a good survey would look like, from which to parse actually useful opinion separately on each among the tuning, encounter design, and the trajectory of the content (how desirable the apparent design intent is to the given player and what adjacent intents they might prefer)...
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