golstat2003 Posted 8 hours ago Posted 8 hours ago 4 hours ago, Sarn said: First, as a person that has moved to creating my own challenging AE content because of the relative lack of being able to do that outside of Incarnate mission settings, I really love this difficulty setting move. That said, I think it's a step in the right direction but doesn't go far enough. I solo tested regular missions at +5/x8 against Arachnos and it didn't seem to make any noticeable difference in survivability on my Stone/Fire tank. His health bar was still pegged all the way to the right all the time. Granted, he is fully IO'd and running Destiny Ageless Radial and Core Melee Hybrid, but even when the Melee Hybrid regeneration bonus drops, he's still pegged to full health. I know this (IO'd stone) is probably one of the toughest tank builds in the game for the breadth of combat, but it would be great to unleash the normal missions from the +5 level cap and expand it to +7 (or higher, as explained below). I then solo tested ITF at +5, +6, and +7 levels, just with the Centurians, since it takes a long time and you have to unlock the next content. NOTE: EVEN WHEN RUNNING AT +6 AND +7, MOBS STILL ONLY SHOW THEY ARE LEVEL 55. At first I ran them all at hero levels and, while I had a hard time dealing with their accuracy debuffs, I survived quite readily. Then I ran at invincible level at +7. This eventually did kill me on the test build that I was on, but only because I did not have phase shift on the test build. It killed me when my Destiny Ageless Radial DDR buff dropped and my Core Melee Hybrid was down. This included when I shifted to granite. I get that there are other ITF mob buffs and player debuffs that I did not select, but I was testing this solo, not with 7 other people at my side. So, the point here is not to show the tankiness of my build, it's to demonstrate that these difficulty levels do not seem to necessitate a good group balance for survivability. I can't really speak to killing things/dps, because that was so slow for me. I am still hoping for the day that I can find a group of seasoned players with mature builds and we can step into regular mission combat (currently capped at +5) and be challenged for our survival. If that can't be done with one stone tank, it's certainly not going to be done with 8 seasoned character builds. So, for now, it's still AE 801 content and my own AE content that I find to be sufficiently challenging outside of Incarnate TFs, which run a bit longer than many have time to invest. Don't get me wrong, I love this step! I applaud it! I just wish it went further than it does. The game is more fun for me in groups at low levels now, where buffing is useful and healing is required, since even +4/x8 PUGs at 54 is a speed run. That said, playing at low levels has its challenges. It's slow and the powers are limited and repetitive, as well as being graphically shackled by the same. What you are looking for is ultimately changes to the enemy AI or environmental challenges the type of which appear in FFXIV Online raids and group content . . . Which would be the equivalent of TFS/SFs and Incarnate Trials, here in this game. (Seriously, if you haven’t played FF 14 Online, go look up the mechanics used in group content in that game, there are literally hundreds). That is a great idea and will come. but with the size of the team things like that will take time to create here. There is no way the volunteer dev team we have here can get that done in even 6 or 7 pages. And personally would NOT want to see other priorities sacrificed for that type of difficulty adjustment just for TFs and SFs. Hard Content is a step in the right direction also, but that is hand crafted by one of our very talented devs. (The same who continues to update the excellent Labyrinth content). I feel you on wanting more difficulty but that’s gonna take time.
Gearhead Posted 7 hours ago Posted 7 hours ago (edited) On 8/14/2025 at 1:24 PM, The Curator said: Numina now has the Ghost and Undead power tags. War Witch in her ghostly incarnation now has the Ghost and Undead power tags. Diabolique now has the Ghost and Undead power tags. Woodsman now has the Ghost and Undead power tags. <Looks at patch notes> <Looks at temp powers> Holy Shotgun Shells, Ghostslayer Bomb, Ghostslayer Rifle, Undead Slaying Axe, Divining Rod, Soul Trap "Ectoplasm's back on the menu boys!" PS: What about Ghost Widow? Edited 7 hours ago by Gearhead (It's PS not Ps, right?)
Uun Posted 7 hours ago Posted 7 hours ago 23 minutes ago, Gearhead said: PS: What about Ghost Widow? There's a story arc where Dr. Aeon creates a Ghostslayer Rifle and Ghostslayer Bomb to protect Black Scorpion from Ghost Widow. https://homecoming.wiki/wiki/Black_Scorpion#Chink_in_the_Armor Uuniverse
Starhammer Posted 1 hour ago Posted 1 hour ago On 11/12/2025 at 12:42 PM, AspieAnarchy said: Googly-Eyed Giant Clam Head, please! Young Justice Clamulons represent, yo! 6 hours ago, Gearhead said: <Looks at patch notes> <Looks at temp powers> Holy Shotgun Shells, Ghostslayer Bomb, Ghostslayer Rifle, Undead Slaying Axe, Divining Rod, Soul Trap "Ectoplasm's back on the menu boys!" PS: What about Ghost Widow? I kinda wish we could get access to these and other tags... Robot/Electronic Life Form, Alien, some other stuff that always crosses my mind when I'm not replying on forums... Kinda like origins, but not exactly, kinda like "race" in other games but not exactly. Maybe as power pools, where having 1-2+ of the powers gives you a special tag that alters how certain themed powers interact with you.
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