Trial roulette no longer requires completing all the trials to unlock it.
You just need 2 Trials unlocked and to be i90.
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Trial roulette no longer requires completing all the trials to unlock it.
You just need 2 Trials unlocked and to be i90.
Oh, my warning wasn't about the dragons neck at all, I said I am fine with the nerf for the exact reasons that you described. My warning was to do with approving the fact of creating an environment where people don't have to fear failure. This happened with pre-50 story dungeons and it sets a precedent that people don't have to fear failure in any core content in the game, which is a saddening trend ("I wiped on Nidhogg NM, it's too hard and needs a nerf" etc.).
Every duty has a mechanic that doesn't show up ever again. Sastasha has bubbling grates, The Steps of Faith has Dragon Killers (different from Bismarck's), Aurum Vale has Malboro Fruit, Neverreap has tornados, I could go on.
My point was, why have a mechanic designed to wipe the party if it doesn't wipe the party?
As much as I enjoyed this fight pre-nerf, I think it's been mentioned before that another issue (that could've been solved with ilvl sync or extending the imp debuff timer instead of nerf) that caused issues was awkward phase transitions caused by overgeared dps. More than occasionally you'd run into the issue of Ultros turning the dps into imps early (or Typhon charging up the snort late, one or the other) and the imp status falling off before Wet Plate stacks could even be used on Typhon. Battle in the Big Keep used to run into a similar issue with all party members becoming chickens at times, leaving tanks and healers helpless unless healers were well on top of things.
So I'm not entirely sure that difficulty of the fight alone was the reasoning behind the nerf, although I do agree the nerf shouldn't have been done.
Oh, so that's what happened. I feel silly for trying to explain the old way the other day...
It's a pity they nerfed it to the ground, because now it's kind of "empty", but at the same time, as it's been said, the mechanic didn't make much sense in the first place. It wasn't specific to this fight though : part of the "difficulty" in FFXIV comes from nonsensical and inconsistent mechanics (for example, in one of the latest interviews, they recognized the inconsistent use of icons and how they started to unify them, like the "share damage aoe" icon)
They need to update some older fights to keep them from becoming totally uninteresting, or ridiculous. The Praetorium is a farce.