Lonix wrote:
As much as people may not like the current XIV grind, XI grind regardless on doing what was tedious
Unless you haven't done a lot of XIV content, it's the same exact kind of tedium in XIV, only in a different format. "Tedium" tends to come from the unnecessary stuff thrown in for the sake of grinds, e.g Animus Books and Nexus/Mahatma lights/Dungeon KIs that are RNG "drops" rather than actual content. (Something that even XI didn't do as it usually got tossed onto an spawned NM or spawned fight ala Abyssea style where you could even force higher drop rates in certain content.)
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With XIV even if you watch a YouTube video and have some one in your ear, you simply don't have enough time to react.
Also take into consideration this game isn't exactly hiding the design of it being wonky for some people and some confirmed latency issues (Mudras for example), so if your personal net is terrible, you'll have a terrible time no matter what which will add difficulty, but only artificially. So when a lot of the difficulty comes with needing to avoid ground AoEs of some kind or charging enemies (hi to you T12) if your net doesn't hold up, it turns something insanely easy into something borderline impossible, but it may not always be the game's fault (Titan for example.)
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XI also had weekly/daily limits in place which slowed down everything
Every MMO does. XIV is chock full of them in the worst way possible. In XI, you could rotate content and still had side content you could do that wasn't weekly or daily based, but currency based in a way, i.e Burning Circles of some kind or activities like Besieged, just something other than the gear treadmill. In XIV, the ONLY end-game content is usually weekly locked until they obsolete the drops, then you can spam it. At current time, all content is unlocked but you still have a cap on your progression weekly (450 poetics) if you can't do Final Coil, which based on census data by players and parsing the lodestone, the majority of the playerbase are still on T9. So limits aren't part of an argument as that's to keep people subbed more than anything and the more MMOs you play, the sooner you realize this.
Especially when it comes to XIV, it's blatantly obvious they limit things for the sake of keeping people subbed because there truly isn't that much progression content with the vertical progression design - when you obsolete all of your prior content, you kind of create a bottleneck in the final step while waiting for the next update, in this case, the expansion that Yoshida confirmed is basically on the level of 2.x being that I130 is actually TOO HIGH for Heavensward 3.0 meaning that progression actually isn't happening until August/September.
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If anyone ever says XIV is easy I assume you have cleared every Coil possible and find them a walk through?
Yep. And if you actually did it and actually take part in the "end-game community" it's accepted fact that Final Coil is the easiest content in the game when it comes to "End-game" content. So much so that Yoshida gets insulted if you say it. They're mechanic driven but...the hardest part is if you have common sense, meet your DPS check and know how to work with people. Binding Coil 1 is beyond easy, the only difficulty was T2 and T5 in 2.0, T5 held people because it was -full- of instant death mechanics. And if you can sit there and say "Nothing in XI was difficult", instant death mechanics isn't difficulty either.
Ever notice the majority of Second Coil and Final Coil had and has tons of instant death/wipe mechanics? If you took them out they would beyond cake walk. Get caught in a DB in T9? Well hey guess what you wiped everyone. That's not difficulty. Both game have different battle system and mechanic styles - Here, Yoshi is afraid to give us actual stats (yet let enemies use more variety of skills and spells that enhances them in various ways) yet in XI you also had mechanics like Geomancy and Blue Magic, which are on a whole different level of gameplay because in XIV, what skill combo gives you traits and bonus attributes? What spells boosts your party's attributes or perma debuffs the boss that isn't part of your "rotation"? XI is a very different game in setup which means the difficulty would be on a different level..where most of ARR's difficulty is instant death mechanics and the player who joins that says: "I LEARN BY DOING SO I'M GOING TO WIPE YOU GUYS FOR THE NEXT 2 HOURS IF YOU DON'T RAGE QUIT."
Have -you- even cleared Coil? Remember, Savage Coil is done purely for a title and even stated by the lead guy himself is the: "Untuned and non balanced version", meaning you're technically not even supposed to have seen this version, but people wanted something tougher and sadly, the fact people were asking for tougher content to the point Yoshida said he doesn't want to make the game "too hard" basically means that the game actually is fairly easy. ARR is far from a tough MMO..GW2 is tougher..TERA is tougher. Even Ragnarok Online is tougher. But they met their goal in targeting a specific playerbase, so whether it's tough or not is more of a personal desire, but in terms of what SE wanted? It's not difficult at all and they did it that way to target newer players and draw in fresh blood. In all actuality.