TL;DR: I talk about things everyone already knows, a lot
@Zenny said in Where the content sega?:
Twisted def was easy even if you played on one of the weaker classes...
Sodam as a boss is very easy but the difficulty from Twisted is pretty much entirely from the restrictions once you've learnt the new phase. Even though Sodam is very easy to dodge, it is also very easy for 4 people to make 2 mistakes within the (projected) clear time. That condition alone probably accounts for a large chunk of the low clear rate as the near perfection that it is requesting requires either having already grinded your mind out on sodam for hours and/or having an above average learning curve - at which point, of course it would be easy, but is the difficulty of something determined by how much trouble the people who can do it have, or how much trouble that everyone does?
Also, it pretty much requires you have 3 friends just like you. I wish I had friends...
It obviously doesn't help that the average player's skill in pso2 isn't very high, but I imagine that at the absolute worst this would still be considered at least a "hard" on a scale from "autopilot" to "impossible" in other communities.
I'm not trying to be rude or anything... I don't consider myself an amazing top player but somehow I'm in the top 1%?
(gonna quickly address the 1% thing first because the rest kinda got out of hand and there's not any good way to bring it in - the game already has a not very fantastic amount of people even attempting these quests, much less actually clearing them. Obviously the number was just a guess at how many people could just walk through the hardest content without even being challenged at all, although now with the context that Flowen practically just walked into at worst a mid-tier time attack clear with little effort I would say that pretty easily puts him in 1% of the playerbase for sure)
I think it's more relevant to talk about the design of pso2 than it is to make generalizations (no matter their accuracy) of the NA community (the JP community has very similar performance, and was also the reason the game is the way it is). Looking at pso2, it is not at all surprising that most players simply aren't skilled - the game never demanded it, and when it did, almost everyone complained and it got nerfed. The only times this did not happen were in side content that were only weakly incentivized to be cleared - so people either just didn't do it or tried a few times, got stomped, and quit. Even nearing the end with solo sodam and twisted, all the rewards were still just obtainable otherwise or buyable from people who could actually do it.
Pso2 just does not have a difficulty curve. Nearly everything in the game is very easy, and the challenge content is extremely difficult in comparison with pretty much nothing inbetween. In this context, it is not very surprising that a majority of players are bad at the game - Oh, you died 10 times in the final boss raid? Nah, it's fine, you still clear and get full rewards - people were simply never forced to really even bother to get better. Not that there's anything wrong with that, it's fine to have a casual game, but that means that players who come in wanting to play seriously and get better get kinda left behind.
There are a few things that could have served as a midpoint in a difficulty curve for pso2 - divide, and solo masq + sodam. Unfortunately, these also fall to the same problem that side content does. Divide got it especially bad, only requiring you play low tiers to get most of the rewards and pretty much all of the rewards getting stuffed into non-divide quests that aren't nearly as difficult. The solo quests could do a good job in being the curve, but they fall into the issue of the curve they provide being horrible. You are not nearly going to have to clear masq 998 times before you could reasonably take on depth 999 (not to mention the sheer amount of time that would take to even get access to such a challenge), and while sodam requires significantly less time and effort, it faces the problem of being both time-gated and still taking a lot of raw playtime to even unlock the real challenge at the end. In addition, these depth systems are just not good at serving as the thing that is going to make the entire playerbase get better - that can only really be done through naturally making content more difficult over time (instead of just scaling it up to the current power level players have(also depths are seriously exhausting and at least in my opinion even more demoralizing than just getting slapped with the full challenge immediately)).
In contrast, I'd say that it seems like NGS is showing signs of promise that we are going to get an actual difficulty curve. Limited healing ability (kinda - current content just supplies you more restas, but i'd imagine that is gonna slow or stop at some point), halved UQ timers, and the required story actually forcing a challenge (instead of a faceroll) onto players are good signs, and now we're just waiting to see if they are going to continue with this or if this is just going to be the new standard for 8 years. I was of the opinion before that Nex Aelio was maybe too harsh of a requirement to be locking away content, but thinking about it a while after I cleared it and especially after typing out this post I've decided to reverse that opinion - I think Nex's presence in the story is actually fine (if not warranted), and maybe could have even been a little harder.