Because why does he need the extra 2 ilevels when he's slaughtering everyone already.
MCH got absolutely wrecked in 4.0. Guess they didn't want to make it OP and instead the Balance team undertuned it so hard it must have found hell at the core of the earth.
I'm mostly unhappy with how they made
everything worse. And we still didn't get a Wildfire detonation button. Worse at support, worse at rDPS boosting, worse at personal damage, etc etc etc. And for this they junked the entire existing system and replaced it with something else. And we know at one point the JP tooltips had Overheat at 20%, which means somebody looked at it and was like "No, this is too OP."
It's just total system failure; MCH as designed right now fails at the basic fundamental purpose of the combat revamp.
Do you think that part of this could be simply the nature of the the expansion having just launched, and the most important content they worked on to ship the title would be for the majority of players? I'm not saying this is surely the case, you've played the game far more than I have, but it seems like we're still within the first week of launch, and some of you have not only cleared the game but all the available post-game content.
The problem is largely that this stuff has to last. These are the first two primals of the expansion, yes, but they're also the only fights harder-than-a-dungeon but easier than a Savage raid that the game gets for three to four months. There should be meat to it. The fights already exist in an accessible-to-all format, and everyone sees them in the story. That's cool. The problem is that in theory the EX primals are supposed to be the mythical midcore content; and it's not just that we can go in and beat them, it's that I can team up with six random strangers and we can all go in knowing literally nothing and kill it in 30 minutes.
From my perspective though, it seems a bit odd to expect there to be something right now which would be sufficiently challenging for players of your level, because the stuff you are talking about (extreme Primals for example) are things that I expect I would be able to clear too after beating the game later on, maybe in another week, maybe in 2 weeks, I don't know. My expectation isn't that once I complete the MSQ, that the stuff coming after is going to be impossible unless I'm on the ball 100%.
The problem we get into here is the attempt to try defining player levels, and who is too good or who should struggle with what. It's not about preventing people from doing anything; it's more about urging the game to position it as sometimes things take time. If 70% of the game is stuff that could be termed faceroll, is it really out of line to expect 20% require putting in some effort and working to improve? Because while, yes, the primals hit with the expansion, they're also supposed to last months. Not for me, because in theory I'm going to be raiding or whatever, but for the chunk of the player base that wants something to strive for without the commitment of srs raiding. There's basically nothing for these people before 4.1 at the earliest, and that sucks.
Like, there was nothing that prevented a casual player from clearing Thordan? Fight was forgiving as hell, had a lenient DPS check, etc. You maybe couldn't go in and beat it on your first lockout, but spend a couple of nights in PF and it was accessible. It was achievable by anyone, it just took work. It stands in stark contrast to what came after, which I think is why it gets used as a touchstone a lot.
This is less me complaining about nothing2do--because I have at least one more job to level and gear up before raid stuff hits because I'm still not sure what I'm actually doing long term--and more just worrying that the population spike will dry up even faster than the HW one did. Most of the first month of the game isn't for me, and that's fine, but if they're ripping the combat system down and totally rebooting it to bring up the skill floor, they need to marry it with content that encourages people stepping up. And this is where the EX primals fail, and were there's going to be a gap for the next three to four months. It just seems odd to me to intentionally create a gigantic content gulf by stomping down the only content you had designed to be midcore (which in turn makes me wonder if Omega will be taking the midcore slot but who knows.)
I expect that eventually in the coming months they will release optional content that might be too hard for me, but by then I would be pretty satisfied with how much I have gotten out of the expansion, and focus on many other things I haven't done yet, like crafting/gathering classes, and bonus content I skipped along the way in previous expansions.
First raid tier should hit early July; part of the concern related to the primals is that it, too, will follow the flattening and ultimately be underwhelming. Because again Lakshmi and Susano aren't the start of the concern, they're a continuation--and given that the driving thesis of the expansion was making classes easier so they could bring the skill floor up, dropping the difficulty further than the 'norm' for Exes seems counterintuitive.
So I guess what I'm saying is, do you think they are really flattening the difficulty curve because they have no good solution, or do you think part of it is because with a new expansion they want the majority or all of the shipped content to be doable by everyone? That seems fair to me no?
As an example from an earlier post, someone said that since Thordan EX all Primals have been getting easier. But Thordan EX is an extreme trial for the final boss of an expansion. Is there an expectation that regular Primals in the next expansion would have harder extremes than that? With each expansion, it should be a curve right? Not a constant hill? Am I mistaken here?
It has nothing to do with the new expansion, though. People cite Thordan from November 2015; it was the first patch Primal of Heavensward and it's been downhill since. The difficulty decay crept into raiding in Creator, into some of the job squish stuff, etc.If this were a clear one-off situation, people would probably be less concerned, but Yoshida blew a lot of good will when he ran around telling everyone Zurvan EX would be hard and then it was... Zurvan EX. Thordan is a weird offshoot because of the specific circumstances of the game at the time (it was a reaction to a brutal raid tier more than anything, and served largely as a celebration of mechanics from Coil), but the problem is less "everything is easier than Thordan" and more "everything is easier than everything that came before." People's nostalgia for Thordan is less that everything needs to specifically be that hard, and more that it's the last stop before the free-fall primals have kind of been in since.
Edit: I'm struggling to articulate this, but arguably a video does it better . I don't know where you stand on content spoilers, but this is the
tail end of our second clear. We start dying because we still don't know all the mechanics in the fight, it's just everything is so undertuned you can straight up not do parts of the fight and it doesn't matter. I also run around for like... ever... doing nothing. The issue isn't that the fight isn't super tough, it's that you can literally just ignore giant parts of it because it doesn't want to kill you.
Probably worth noting that that list is a copypaste of a copypaste of a copypaste from 2ch and nobody ever shown SSS screenshots or god forbid parses certifying those numbers.
But they do look quite realistic.
The MCH numbers looked pretty in-line with what I remembered from Aiurily's stuff, and some of the others kind of fit with ballparks I've heard tossed around, so they seemed legit enough to discuss.
Plus I'm like mega-salty about it all that this point.