"I'm here to have fun", aka ruin and waste everyone else's time basically, that's exactly what happens if you underperform and cause back to back wipes, if you and only you are underperforming out of the entire party because you want to "have fun", the problem is you.I havent the foggiest either, but assuming its a 3rd party tool. Then no! Thats exactly whats wrong with the game and has been since launch. Sadly its likely impossible to get rid of them at least like this, but that doesnt mean they shouldnt try.
I dont raid, but 3rd party tools are EXACTLY why I dont. Back in heavensward it was ACT this and ACT that and I hate comparing numbers. Im here to have fun and learn the dance, not compare epeens and debate whats meta...
To hells with 3rd party tools.
What about putting an official SIM in game, and raising savage/ultimates difficulty ?There is nothing wrong with a fight SIM as the entire human learning experience is tied to repetition. There are many games out there that even go a step further and have training rooms in-game (much wow I know), allowing you to practice either the entire fight or specific portions of it.
why are you so against SIM and why do you think they are a detriment?
Everyone has a different pace in learning or rather becoming consistent. Do you really enjoy bashing your head on the wall for hours on an end because 1 or 2 people cannot execute the mechanic consistently to see any meaningful progress done?
Personally, I don't mind hard fights as long as they are fun progging.
I do however think a hard entry wall should not exist. Take Ultimates for example, the player base doing this type of content is roughly around 1-3%? (at least that's what it was). Savage is maybe 8-10% of player base. Why not allow and provide an easier entry point for more people?
Are you having fun waiting 2-3 hours in PF only for the party to disband after 3 pulls?
And lastly, why are you concerned so much about what others do? If you want to go in blind and figure out mechanics yourself and never look at a guide or train in any sim.
Side note: I don't want FF14 to become an exact clone of WoW.
No. SE should never design fights with tools that players use, whether they be in game or out of game.
Also to multiple people in this thread: Using the SIM is not against the TOS.
If you don't want to be lumped with dickheads, then don't behave like one (I can play that game too).
Because you think I haven't made enough posts already about all of this....?I'm not making excuses for SE. I'm trying to explain that this is not a fight design issue but a symptom of the slow and steady degradation of every other facet of the game. If you want to complain about something, complain about the aggressive over-streamlining of jobs and role responsibilities, because that's the root cause. That's the reason that SE has to put all of their eggs in the fight design basket.
At the core, I think we actually agree, but you're trying to treat the symptoms rather than the disease.
Last edited by Valence; 01-28-2025 at 11:20 PM.
You can be salty if you like but there isn't much point replying to my post if you aren't going to say anything of value.
The fight designers are doing an excellent job. The problem is the restrictions that other aspects of the game are forcing them to work under. The problem is absolutely not that difficult fights require players to build consistency.
No, we do not need them to increase the difficulty, at least not in their current design, we need a change in their approach to fight design.
The "everyone does a synchronized dance" formula is played out, and now their only idea of increasing difficulty is to make the execution of said dance either increasingly more convoluted, punishing or both.
I said before that all the SIM really does is cut out the waste of time that player spend not actually practicing the mechanics they need to practice, either because it takes forever to fill the group and get into the fight in the first place or because someone keeps messing up earlier mechanics and you don't even get to your practice point.
But why is that? Because we've reached the point where you rarely get any progress unless everyone executes the mechanic perfectly.
In older expansions you could often drag the party further into the fight if your tanks and healers were competent enough. Obviously you would never beat enrage but it would at least allow everyone to see all the mechanics pretty quickly and start building up the practice to solve them.
Now you can rarely recover at all, have an unfortunate death and the next mechanic is likely to send you right back to start.
In an environment like that of course simulations would gain popularity to avoid spending hours not actually making any progress.
*edit*
Actually let me add some more for the other way they try to increase "difficulty", sheer mental exhaustion.
It is one of the reasons why I honestly can't be bothered to do ultimates and why I find door bosses increasingly more frustrating.
When I think of a good door boss I still think of O4S, Exdeath.
A quick 3-4 minutes fight that was mechanically intensive enough but didn't overstay it's welcome or distract you from the actual boss.
But looking at the door bosses nowadays they're often 6-8 minutes long and just as mechanically challenging, if not more, than the "real" boss you're supposed to fight afterwards, effectively making it a 16+ minutes fight where the most difficult part is being able to stay focused for that long.
Last edited by Absurdity; 01-29-2025 at 01:43 AM.
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