Post by Azherae on 2022-06-20 01:30:07
It's mainly a response to Noaani's explanation of what "top lvl pve" for him is and his reasoning for why owpvp is always easier. "You're limited by the devs in pve, while you can always add people in owpvp". And my counter to that is "your upper limit in pve is dev-based, while my upper limit in owpvp is me-based". I'm sure you can beat 40-man raids with fewer people, but I'd assume Noaani would just says that it wasn't top lvl pve if you could. If I'm wrong on that assumption @Noaani pls correct me.This last line of yours is mostly just about the numbers aspect again, right? The 'Dev limit' in question. Or is it your opinion/experience that Devs generally or always specifically script how groups should take on harder PvE content?
Ok, that does indeed sound like a 'numbers' aspect.
I doubt Noaani is talking about strategy or difficulty relative to numbers, based on what Noaani has explained relative to personal skill. I also am not generally speaking relative to numbers.
Basic example, there is an instanced content battle (technically five of them) in FFXI where you take your party of six players, and go up against an enemy party of six Beastmen.
These Beastmen, like most mobs, have all the abilities of their 'class', but they're explicitly tuned to this and work in a group, and can use the 'Ultimate' of their class one per fight. Their advantage is high HP, the player advantage is having consumables (minor) and being able to raise after falling (major until you are really good at it).
In this case, the Devs have indeed implied 'A fair fight here is a 6v6'. The instance is capped at level 60 (at the time it was made, it was possibly the cap, and continued to be semi-relevant content when the cap was raised to 75).
For some of these five encounters, I know where to find strategies. For a specific one, there are no easily available strategies that I could find in the usual places, because the specific combination of 'classes' employed by the Beastmen in question, plus their innate 'racial abilities', means you would basically never be able to come up with a strategy that isn't massively adaptation after about 3 minutes in.
So you'd have to just 'choose your team, choose your tactics, and adapt if the enemy uses certain techniques', which was in turn random (within the range of main options).
I can say with FAIRLY deep confidence that the Devs had NO intent, no 'script', no 'way you're supposed to beat this' other than 'probably should bring a full party of 6, they should probably work well together'. From the others that DO have strategies, some have many, some strategies are outright the reverse, people disagree on the best way to do it based on what risks they are comfortable with. There is no META for some of these fights that isn't a risk of 'well the enemy responds with a hard counter because you went for maximum damage and nothing else' or 'The enemy uses AoE sleep because you're all playing defensively' or such.
You simply 'know that the enemy can do XYZ things, and you prepare for those'. What I'm failing to see is if the ONLY thing people are discussing as 'the thing that makes PvP more challenging' is the 'numbers' part. Because it's entirely possible that they've just never 'had to face the equivalent of Grimshell Shocktroopers' in their games of choice and just don't think it can even be done.
https://www.youtube.com/watch?v=E1feB1I0ohQ