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Why Im Worried about the New FFXIV Raid Difficulty

GamerofGloryTheOneAndOnly: Xeno's preferred raid difficulty ladder:

Normal

Bald

Cueball

cesarmarquez7519: The real problem is that most of the players dont want to be in a static team to do savage because they dont have the time or the compromise due to irl stuffs

happybubbley5087: What part of that 20% savage clears are people that ran unsynced mount farms? XD

greyapathy1582: Just let me use a duty finder and I'm in.

I don't wanna static or a party finder.

aaronmiller9287: The majority of the players doing normal are nowhere close to beating an extreme. So the new mode being easier than extreme makes sense

IaconDawnshire: "Im a master raider and if you disagree with me you're an idiot." -Xenosys probably

arohk4415: 14-20% of players complete savage? That is hard to believe.

evans178: If i cant duty finder it , i aint doing it. Simple as that. I am willing to put time learning if i dont have to waste time looking for a group manually.

春野凧: fppong Dawntrail good because I skipped the story and only did Savage and Ultimate

Kubox13: My biggest worry point about this new difficulty is that it needs to hit a very specific sweet-spot. As Xeno said, a large number of players would be able to clear Savage if they simply gave it a serious attempt, and this obviously goes infinitely more so for Extreme. This, to me, implies most players just do not want to bother with the burden of going through Party Finder for a multitude of reasons.

This new difficulty cannot be yet another thing that's done through PF, and in fact needs to be approachable enough (while still difficult) through the regular Duty Finder that a non-insignificant amount of players will re-consider their stance on PF for, at the very least, Extreme, which would eventually lead some of those players to Savage.

If this works out, this would absolutely increase the Savage clears number while also, imo, creating a healthier community around the various tiers of difficult content. But they need to hit that sweet-spot, it can't be "Normal Raid Plus" or "Extreme Minus".

TysonJaleel: What Raids need:

1. Let me do it with Duty Finder

2. Let me simulate it with Duty Support so I can get a feel for it before queueing up. I also want a Raid Log at the end of the simulator to track my progress

generalpenny: i think the reason why the difficulty being ex or below is important is because if you think about it content difficulty in ff14 is extremely disconnected

you do a trial, then a normal raid, then you do an extreme trial then savage raid, and the 2 higher difficulties are completely different fights that dont compliment eachother, and casuals dont do ANY high difficulty content, including extremes. Actual casuals just spam roulettes, and some people treat extremes as just mount farms and are willing to do them next expansion, the challenge isnt the point.

by having a consistent sense of progression from normal to new to savage you have a higher chance of the player pool spreading out in a healthier way than segregating them into ultra casuals vs hardcores, and because of this there is also a chance that savage gets a better average playerbase because lets be honest a lot of people should not be doing that content as harsh as it is, so put them into something a bit easier and more forgiving but still similar and still rewarding gear wise. I dont think they want savage numbers to go up and they absolutely should NOT, because that will lead to an extremely toxic future in an already toxic ass game

bergeremit2530: Lets be honest the new mode will probably dropp normal mode stuff. Look at SE and their idea of reward. Materia....

thomasfaverty6788: Honestly bro, I don't really like raiding. I think they should stop trying to get people into raiding and just offer us something to do that has progression, takes time, and is fun. Some people legitimately don't find raiding fun, honestly, it's boring as all fuck and you have to do it on other people's time.

DoppelgangerTH: 15:00 they are not wrong xff

Dragonfangs: Putting all of savage on one line is kind of disingenuous, turn 1 Savages are already basically extremes. The jump from Zoraal Ja to Black Cat, or Zelenia to Dancing Green, or Doomtrain to Vamp Fatale, is MUCH smaller than the gap between a Normal mode and Extreme. Extremes are the first step in the ladder of difficulty that has 1. Hard Enrages (even though they're easy, they don't even exist at all before) and 2. Having (to some degree) to know strats in advance to have any chance of clearing. Blind prog exists, but that also involves wiping multiple times while learning the fight so that you can (some really rare exceptions might technically be sight readable, like Doomtrain maybe). It's a massive mindset shift compared to just pressing whichever button is shining and dodging the orange on the floor.

Later turns do have a much bigger gap compared to extremes, but it's still the same idea except harder. It's still just try to have an intentional rotation and figure out where you need to stand based on boss tells, just much much less lenient on damage and positioning, and more complicated/faster tells. It's not a complete shift in what's required of you as a player. Crop Rotation in Necron EX is closer to Idyllic Dream than it is any normal mode mechanic.

Advanced difficulty from Merchant's Tale was great, still no hard enrage, mechanics are kinda tricky but doable with half the party clueless, knowing stuff in advance helps a lot but isn't borderline required. A few of them really benefit from prior communication but a good player can compensate: I hope the new mode is similar to Advanced, maybe slightly higher.

모조리자백하다: The hardest content in games is aspirational content. Not everyone has to attempt or clear the hardest things. Its aspirational. That means its a motivational tool to get people who want to challenge themselves. Im a newer play. 14 is my first mmo coming from a lifetime of fps and mostly destiny. When you cater to casuals, the game in general suffers. Imo this is a bad thing.

jf4156: I think there’s just a large portion of the player base that does simply not want to engage with anything that causes any amount of friction or stress. That being said it shouldn’t at least be as difficult as extreme.

Agil-san: The new difficulty is great for getting new players into Extreme but very bad at getting players into Savage. Assuming their goal is to encourage players to try Savage. If their goal is not to get players into Savage there was no point in showing the clear rates.

XxXDeadlykingdxXxX: We need to scrap party finder entirely. Instead implement a smart duty finder queue that matches people of the same prog.

1Individualist: Elitism keeps ppl out of savage its why most dont care for it. its like a blocker then on top of that pf doesn't make it fun either. End of story it wont get most ppl into it maybe 5% more tops. But if ppl think that yall sadly mistaken the best way would be turn the elitism off and make it fun for those or else no one cares its about fun and if something is not fun its avoided. How do ppl not get this????

vb01287: watering down or baby it down is not needed those players need to face there fear of salvage there are alot of players who can help an guide them thru it and once they clear therw first salvage they will def do more salvage content️

ghosttowns42: It's not for you

luismiguelmejiasuarez2020: While I do think they expect / want this new difficulty to eventually increase the savage clear rates, I doubt that is their main goal.

Their main goal is likely just to have content that folks want and need to do weekly, which makes sense when you consider how existing systems work and what they have mentioned about the new systems.

Considering that, the difficulty being less than extreme makes sense, since they likely want this to be doable in duty finder rather than in party finder. Because the main reasons most people don't do Extremes or Savage are lack of time and commitment.

Which leads us to rewards; maybe I am the one who is not seeing the obvious, but they have clearly stated that the gear obtained from this will gradually improve. So the way I imagine this will work is one of two systems:

1. The more "traditional" idea is that each weekly clear will give some token that can be used to upgrade pieces of gear. The specific details are hard to speculate, but I imagine something like: you first get the base gear from normal, and then once per week you can increase 10 ilevels to a single piece until it gets the equivalent of savage. - That would be 20 weeks for a full set, which is a lot, so it likely will be somewhat different to make it a little faster, but we know SE, so hard to tell.

2. A more "modern" idea based on the season pass they showed would be that season gear is something you kind of start with; maybe it's the job artifact gear, and then as you do stuff each week, the gear slowly gets more ilevel / stats.

Whichever of the two approaches they follow, their goal is just to have players doing stuff. The biggest question will be actually how this new difficulty would interact with more casual stuff like the overworld or the alliance raids once they release. If the season gear can be upgraded without touching the new difficulty, then many players may not care to try it at all, but if it becomes required, then many players will complain as well. The only two options I can see are either the new difficulty is not required but reduces the time a lot, or we will have three gear sets per season: Raid, Season, and Battle Pass.

ElderGamerX: Part of the problem is that extreme is currently useless as far as gearing to do savage. Weaker players have very little alternatives to penta crafted gear to help make up for the fact that they're not as good at the game, or lack confidence. So while good players can obviously clear the raid without better gear, some players just can't, or won't even try. Having another way to get gear that's in the realm of possibility for more of the player base will help make it so that a month or so in, people who aren't quite good enough to clear savage in a pug with penta crafted will either a) be able to contribute more because their character is better, or b) FEEL like they won't be as much of a burden, which is a huge limiting factor to people trying at all. If anything, I think they should put "new" where ex trials are now (maybe turn 1 and 2 a little easier, 3 right on, and turn 4 a little harder), and make the ex trials a little harder and have them actually drop useful loot. That would give a solid onramp for new raiders, who can go from easier than ex, to ex, to slightly harder than ex, get some gear, and THEN be more willing to tackle savage.

This is more or less what Xeno is getting at, so I just added my perspective as a weaker player than him on what I would like to see as someone who will be going into Evercold without a static.

trodune: Said it before and will continue to say it, if you cant just queue mid difficulty like normal, its just another waste of time. And the players decide that, not SE.

SorryJustDrifting: I think they will have normal give like 80 / then tome be at 85 wil mid savagel give 85 gear and the extreme weapon, than 90 for savage as far as power, and augmented time at 90. Which means builds are WAY better fleshed out.

And hopefully the Norm Raid is non-dyable, mid savage is one dyable and mount, and lastly two channel dyable, more mount drops, unique abilitiy animations and maybe somehow else pretty cool?

That'd be nice

Sep 03 2026

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