Quote Originally Posted by Hastatus View Post
You read through all their past posts (creepy) but didn't reread their original post of this thread where they stated they were not seeking help but were expressing their feelings about a game mode only to be met with 'help' from those who didn't get their point...
They obviously don't need help clearing fights, or even getting clears in PF, but part of their post also says that they get caught in the pseudo gambler's fallacy of PF, wind up going for way too long and get frustrated. As someone who has done that before, that's the part that stuck out to me.

I agree that their point is valid and good for the game. I too wish PF was better. Especially for players new to high-end content, it gives a lackluster first impression. My first post was even talking about how it is difficult to make changes to PF that increase the quality of PF without omitting the very demographic of less experienced players they are championing.

Getting back on subject, I'm sure there are ways to make PF better, but they probably involve areas of the game outside of PF. The mentor system doesn't really encourage teaching new players the ropes, the guildhests are outdated and give comically bad rewards, hall of the novice is optional and still has no version designed to prepare players for high-end content, and the only part of high-end content they do have a good system for is obscure. Stone, Sky, Sea is easy to miss. Basically, the only way to see difficulty of that level is to join high-end content, and the only way to do that is to use PF or find a group. Suddenly, inexperienced players are thrown into a fight where they have to juggle too many things they've never had to do before all at the same time. They have to learn their rotation, learn how to mit, learn how to get uptime, learn what clock spots are, adjust to the speed of incoming information, have better positioning, read their debuffs, check the timers, etc.

There is just very little between story mode and high-end content that lets a player learn one of those things at a time, even if they were willing to.