
Originally Posted by
Rwolf
I think Delve is fine and the content difficulty is appropriate for what it is. Eminent weapons, combat and magic accuracy skill changes, etc have already contributed to making it easier. It can be difficult if you don't have a linkshell of good players to fall back on. That means to either make one, join one, or roll a gamble with a PUG being frustrating. Which you can continue to set them up and pick out people who are good. Make a LS for it or just keep track of names, establish rapport. I've struggled with Tojil runs and I've still yet to get any boss wins myself due to my luck with PUG groups and trying to lead ones with casual shells. I still think it's a fair system because I know with more effort it's obtainable.
The only thing I'd wish they change is giving these bosses TP moves that absolutely need to be stunned. Instead of doing them having conditions to do these crippling moves (like HP%, time in, after another TP move, debuffs on, buffs on, etc.) they can spam the hell out of it. It's not strategic and it's artificial difficulty in my opinion. I'd like to see Delve boss fights open up to more strategy than stunlocking (avoiding the move in the case of all SMN alliance mentioned). Because if you have great stuns, there is really no reason you should lose if your people aren't asleep at the wheel. Which just seems lame to be so dependent on that. Which isn't players fault, the effect of the moves and the time limit you're given you'd have to.