They act like raiders get a new boss every reset and not 4 savage bosses every 8 months and maybe 1 ultimate boss per year
They act like raiders get a new boss every reset and not 4 savage bosses every 8 months and maybe 1 ultimate boss per year
The MSQ does not need to be harder because it's in a fine state now. The problem is people got used to sleep walking through EW dungeons and now that it's being reverted people are crying. Some people are saying it's way too hard and they can't react, but the reaction window hasn't actually changed that much. Take the first boss in Meso Terminal. It uses some misdirection to try and catch players off guard, but when you see what it's doing the reaction window is actually quite generous. In other words it's not about reaction time it's about problem solving, which is really the only way to keep things interesting without jacking mechanical difficulty. I don't want to have things that demand lightning reflexes, I just want weird things that will make me stop and think. And if it takes a wipe or two to figure out the gimmick that's fine.




Somehow in 7 paragraphs almost nothing actually relevant to this “scary hardcore community” is actually relevant. Let’s discuss each overarching point
Paragraph 1) everyone wants more interactive dungeons and when hardcore people ask for “more buttons” what they want is more engaging rotations. Nobody wants 5 pointless oGCD damage buttons to bloat your hotbar
Paragraph 2) this isn’t even hardcore players arguing this point. This is other casuals who’d prefer to be engaged casuals. It’s not “easy dungeons hardcore community has hardcore” it’s “if you make the dungeons easier then it puts the engaged half of the casuals to sleep”. Remember yoshi p’s “platformer without holes” analogy. That wasn’t in regards to people who could still easily clear content 10* as hard as dungeons
Paragraph 3) dungeons are part of the MSQ and one of the largest sources of tomes, you basically cannot just not engage with them
Paragraph 4) nobody is complaining about people on the floor people are complaining about people so far below the floor that in 100 levels of content they still can’t do a dungeon. 14 is incredibly generous with its skill curve. Hell for classes like healers it actively goes backwards. There has to be an assumption of competency somewhere
Paragraph 5) notice how things like chaotic and forked aren’t popular, it’s because nobody likes them, just because they are hard doesn’t mean the hardcore community has been catered for. Like nobody wanted forked current over a CLL equivalent
Paragraph 6) they can’t make any interesting content anymore and that’s a job problem
Paragraph 7) we all want more players, this isn’t wildstar, but many people also want to feel engaged in it as a game, this isn’t a visual novel
Last edited by Supersnow845; 08-09-2025 at 08:18 PM.
Just speaking from experience. I have not engaged in PvE, largely, since expansion launch. Most content, unless I have been explicitly been asked by friends to participate, has been one and done. It just does not feel interesting. In the past, I always enjoyed doing a wide mix of older content, back when it wasn't without all and any friction. It always felt like there was something fresh to do. Now, I typically just PvP, RP and gpose. I don't really want that to be my full experience of the game but at present, from the MSQ writing, to what feels like the constant dilution of class identity and mechanics, the PvE just feels extremely uninspired. I do not think the game adequately prepares players for end content either. Not when an enormous amount of content can be breezed through with relative ease. Unless I'm doing 1% of content at the highest possible end, why should I gear up outside of glam purposes? What's my incentive? At least when I'm in Frontline or C.C., there's a brain on the other end (somewhere) that will provide some kind of difficulty curve. It isn't a perfect system by any means, but I'll take it over slogging through a dungeon I could do with my eyes closed. If I die, I know why. I can't remember the last time I died or wiped in PvE content...
As per Elden Ring. I've never found it hard. A few bosses provided a higher iframe ceiling than other's. The game did provide a shit-load of friction to overcome, that kept things satisfying. But I've never once felt like it's Rayman tier.
- Infinite capacity to level with constantly respawning enemies
- Summonable NPCs that largely nerf content
- Being able to rebuild your character a -lot- during one play through
- Massive amount of weapon, gear and skill options everywhere
- Other players can drop you high end equipment whenever
- Invasions are optional
It's the most accessible From game I've ever touched. The beauty of it is that I can tailor the difficulty on the fly, by just wearing poor equipment or deciding I want to kill a boss with self-imposed restrictions.
But back on topic. I don't like that the game is more and more just becoming an effortless social platform and eventually, I'll probably dip.
Last edited by Haru304; 08-10-2025 at 01:02 AM.
To be fair there are aoes that move way too fast in casual content, but to me it's how they handle them. If it ends the run it's shit. If I get chunked for damage I can attempt to not get hit again. I don't know about y'all but I don't learn shit on the floor.
Thank you for trying to get us back on track, although it unfortunately hasn't worked. The usual suspects have marched back through telling us all how easy the content is. Again. Very helpful.There's really no reason to not let duty support and trust have difficulty scaling. If you gate random queuing behind an expected difficulty, then you can maintain and upkeep a set difficulty for the larger multiplayer base as well. You get to make everyone happy, or at least, less likely to be upset with or by others.
The latest objection to this suggestion apparently is that, whenever SE introduces something new, they screw it up. I guess DT has been a parade of fiascos that is consistent with this, but equally I'd like to think they could implement a feature common to MMOs.
To the question of why people can't simply be carried if they are struggling, this is actually the "I win" button some of you are complaining about! A person being carried learns far less than one who attempts dungeons with NPCs. Unfortunately, the current implementation of DS/trusts make this the more difficult option, not an easier one as was presumably the original intent.
While SE has increased the difficulty of MSQ dungeons, they will never do it to the degree some of you want because it would further accelerate the player exodus. The only way you'll get MSQ dungeons that challenge you is through some kind of difficulty option.
I died three times before seeing the tankbuster. That's why I tabbed out to look at a guide and discovered this business with the interruptible spell.
I don't mind when people say they struggle, or thy find things difficult. There are going to be ways around it whether that is getting help from others or asking for a new 'easy' difficulty for trusts where you get 1 revive and 25% health increase for example. However, over exaggerating what happened, in this case when you died, does not help your cause at all.
If I somehow missed the tankbuster marker (which seems implausible even for me), then I guess on those first three deaths it was the tankbuster that got me? I guess it's conceivable the visual vomit is so bad that this is what happened, but the account I gave was an honest attempt to describe my experience.
Why you'd go all that trouble to allegedly demonstrate that I died 10 seconds earlier than is "possible" I have absolutely no idea. Dead is dead.
Lol! WTF? Another unusual individual.
Uhm.... Ah!
Thanks for the review!
Thank you, corrected and see above. I still don't understand why this is remotely important. I was wearing 740 as stated. I bought it all specifically to up my chances of clearing the dungeon.He's pointing out that the timeframe you said you've died in is literally not possible, not that you died later than is possible. Even as a healer with a lower item level than you I'm not getting one shot by anything in that fight.
The only way you could be dying that easily is if you're going in missing significant chunks of gear that your profile shows you having.
Last edited by Mawlzy; 08-10-2025 at 04:37 AM.


He's pointing out that the timeframe you said you've died in is literally not possible, not that you died later than is possible. Even as a healer with a lower item level than you I'm not getting one shot by anything in that fight.
The only way you could be dying that easily is if you're going in missing significant chunks of gear that your profile shows you having.


You are, as a tank, being "one-shot" by things that won't even do that to a healer at 737. You are lying, directly or by omission. That's what's important.
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