I am an intense casual player. I have tried a few Extreme Duties but only because a blue checkmark led me to it.
The problem is that the meaning of hardcore and casual has gotten so damn muddled over time.
Where it used to mean how much time you invested into something it nowadays is mostly used to describe the skill level of players, that's how you can have "hardcore" players at complete opposite ends.
One of them basically being a raid logger that doesn't invest much time since all they care about are the raids, the high skill challenges.
While the other hardcore player spends 8 hours a day doing everything in the game.
The same problem comes up when talking about casuals.
Are they casual because they only spend very little time in the game, but still manage to clear savage while playing maybe 6 hours a week?
Or are they casual because they've never done anything harder than alliance raids but spend 8 hours a day chatting at the limsa aetheryte?
Don't forget to add in the players that SE added a "very easy" mode to solo-instances for, so they can get through the story to reach endgame.The problem is that the meaning of hardcore and casual has gotten so damn muddled over time.
Where it used to mean how much time you invested into something it nowadays is mostly used to describe the skill level of players, that's how you can have "hardcore" players at complete opposite ends.
One of them basically being a raid logger that doesn't invest much time since all they care about are the raids, the high skill challenges.
While the other hardcore player spends 8 hours a day doing everything in the game.
The same problem comes up when talking about casuals.
Are they casual because they only spend very little time in the game, but still manage to clear savage while playing maybe 6 hours a week?
Or are they casual because they've never done anything harder than alliance raids but spend 8 hours a day chatting at the limsa aetheryte?
How is that a problem? I believe in most solo instances you're not using your own kit. The only way to prevent highly-skilled players from complaining it is too easy and less-skilled that it is too hard is to have different difficulty levels.
The problem more comes from the fact that in order for a game that shoves players together to complete content and where content is made so that everyone does the same content to progress there needs to be some measure of a skill floor or the game simply falls apart
Right now 14 functionally has no floor. Solo instances can be completed on very easy mode where your characters natural regen exceeds the damage the boss does and the NPC’s will kill the boss for you. Instances with other players can basically be fished for either getting a tank who does everything for you or leaving you dead on the floor and completing it without you.
It’s a problem for the core design of content if people who physically don’t understand anything about their job reach level 100 because even ignoring hardcore players the gap between “I don’t like extremes and up but I know my rotation and strive to meaningfully contribute” and “physick is the only button on my hotbar and I don’t know the WAR is actually doing 99.99% of the healing because I think my physicks are doing all this healing” becomes so deep and wide there is functionally no content that satisfies everyone. Even though very easy was made an option the normal difficulty instances in DT were god awful compared to say in from the cold or the azim steppe one (minus cutscenes) due to complaints about in from the cold even though it has a very easy mode
There is a reason why even single player games don’t let you just curb stomp everything in the mid game and reach the endgame or let an NPC do it for you if you fundamentally don’t understand the basics of the game
Last edited by Supersnow845; 01-03-2025 at 09:15 PM.
Because
1) not all solo duties use the condensed kits of other jobs
2) a lot of the time people who can barely play will play more than one job including those ones
3) understanding how a condensed job like those works is useful for understanding how to properly play a full job as they are created from combos, alternate combos self healing buttons and oGCD actions you want to keep rolling. All things that will benefit you to understand when swapping back to your real job
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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