Actually the devs listened to feedback like yours almost exclusively for quite some time which resulted in the encounters and jobs being in a horrendously boring state for the vast majority of the player base.
That being said I'm sure most people can empathize with your situation. If you're having more difficulty with the content than the average player you have many options available to you, including recruiting friends or other players to help. Someone in my FC has a partner who is literally blind and they were still able to guide them through the MSQ. If they can accomplish that I would be shocked if you couldn't as well if you put your mind to it. People in this thread would probably help as well if you were more specific about what exactly you're having trouble with.



Personally I rather roulettes be relatively smooth most of the time, just not mindnumbingly repetitive. If the game needs to rely on players messing up a bunch for that to happen I feel there's a design problem that needs to be addressed in way that's a little more creative than "make players mess up more often"


I agree that it's getting faster and faster. I think it's because they're doing less convoluted mechanics (random example: in Amdapor, there was this zombie gobbue that would eat a party member, but he'd taken his sweet time with it. I think they removed it, but you used to be able to give the tether to someone else to avoid being eaten lol) so they consider you need less time to solve them effectively.
However, pretty much none of these mechanics are actually "gotchas" unless it's the very first time you see one of its type back when you start the MSQ. Like some others on this thread mentioned before, the orange aoe has gone from being the "this is the danger zone" marker to a confirmation on whether you solve it correctly or not, and if not, it will punish you as appropriate. Older content mostly relies on castbars and mechanics that interacts with other things that aren't the boss's model, but nowadays they want you to look at the boss/arena for clues on how to solve a mech, stand where you think you will be safe, and see the confirmation on if you were right or not.
Could you please give me an example of a gotcha mechanic that got you? I know there are some still, but I can't quite remember them off the top of my head and Google isn't doing me any favors right now...




This problem (as with every problem in 14) comes back to the awful job design
Back in the day (meaning pre EW in even including ShB here) difficulty of an encounter was collectively split across the job and the encounter. For some reason in ShB and EW the devs decided that the best way to go forward was to streamline the jobs into nothing which led to EW being notoriously easy. Then when people complained square compensated in DT by making the encounters slightly harder rather than fixing the jobs. This creates hard floors on encounters caused by lack of granular difficulty on the jobs
So in my opinion the easy slop jobs with DT encounters is roughly a decent difficulty (if boring) same as putting HW jobs in HW encounters but jobs allow more granular difficulty which is why they need to be the focus
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




The DT aoe spam meta and oh remember the order in which they go off super fast isn't fun. Many of us clear the content and don't go back. Don't need dungeons to cap tomes. Been here since 2.0 Beta and never felt this way before.
Lots are leaving and lets be sure to push as many casuals out as possible while we are at it.
Seeing lots of plots opening up on many of the DC's and servers I'm on wonder why?
Last edited by LaylaTsarra; 10-06-2025 at 09:17 PM.
Like I said, the NA and EU demo timer started up again after a long break, so the abandoned houses have been freed for a few months now.
tbf apart from EXDR, I don't do the new AR or repeat the Arcadian raids unless I want the tokens after I'm done then I'm fine with ignoring it forever.




The thing is you can argue people are just as much being pushed out in the other direction, a lack of content that somewhat repeatable with interesting mechanics that doesn’t go towards savage.
It’s hard to quantify if EW->DT was a net positive in impact for the playerbase specifically in regards to casual encounter quality
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
I don't think many people have unsubbed because DT is too hard, you're more apt to lose people if something is not hard/engaging enough. I know there have been people to bring this up but it's not good to punish 99% of the player-base because 1% is struggling. The easy solution is to allow trust/duty support avatars to revive you or you change the difficulty of the dungeon like how solo duties are for the trust/duty support. No one would be upset that someone cleared the most recent msq dungeon with revives from trust NPC's lol And I see people say there's a lack of content in DT but that's not even remotely true. It kinda comes down to what content you enjoy doing and if you don't enjoy doing extremes, field operations, pvp, deep dungeons, crafter/gatherer roles and alliance raids then there's just genuinely not much for you to play then aside from anything attached to msq lol



Not the OP. But I feel if we time DT markers to markers before this expansion they do not line up. Either the attack is going off faster or the marker is appearing later. I am not sure which, but the margin of error is less. That I am sure of. You have to watch visual ques more instead of reacting to markers. Except the camera is kind of unhelpful, some bosses flash text because camera can't see the visual needed. How is that good design if the camera can't show arms being raised.
Now with less time and people who need to concentrate more on rotation. The difficulty scales way harder for them. You probably don't even think of what skill to use next. Some players don't get that muscle memory. So keeping track of rotation and the new less forgiving markers. It should be easy to see how DT has been difficult for some.
The final issue and you might have seen a post about someone failing over and over with trusts. Trusts are bad for players that have trouble with the new markers. DPS gets one hit maybe two and then they die and they have to restart the fight from the beginning. If they would just be a little more social and get a group together their mistakes wouldn't be so punished.
Put of the problem is consistency. The game should have a hard rule for how markers appear. Not oh one you have to watch weapon and one look for the visual in the background. But oh this one you can follow the markers. Some systems can be unique. Some should not. I don't want to play any game where I have to guess how combat is going to work fight to fight.
Last edited by Moonlite; 10-07-2025 at 12:53 AM.
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