Don't forget that you could attempt Shinryu before doing your level 70 Job Quest - which seemed to be a popular handicap at the time.
Don't forget that you could attempt Shinryu before doing your level 70 Job Quest - which seemed to be a popular handicap at the time.
If you mean Binding Coil of Bahamut, then sorta. The second tier got a savage version (which is relative considering all of binding coil is savage difficulty, they didn't add normal difficulty for just story til Alexander).
But as for Bahamut himself, in stormblood they added new tier called Ultimate, which Bahamut got a fight in called Unending Coil of Bahamut. It's currently generally considered the hardest fight in the game.
Shinryu wasnt "EX" levels of difficulty.
Shinryu had insta kills, but with no DPS check, you can just infinitely keep rezzing through it. (Which my groups loved doing.)
Not exactly how EXs work.
By this logic, Titan normal (not hard) is far harder than shinryu. Not only does he have insta kills, you're not even allowed back on the field.
So many people complained about titan normal back in the day, and he was also required for story. And you didnt have the ability to out gear him to the degree you can with shinryu.
Shinryus REAL challenge, and REAL problem, is that it has 3 attacks with little, to no conveyance.
Tidal wave.
Do you get near it? do you avoid it?
BOOM DEAD.
This one is only ok, because its RIGHT at the very start.
You learn right away,a nd at least how to handle it is conveyed instantly after u die to it.
So its ok.
DPS gets targeted with a lingering attack on the ground.
There's nothing to tell the DPS they can move out of the attack, other than, literally moving out of the attack, and finding out.
Also, not so bad, so it can technically pass as acceptable.
Tanks share an attack
This is the one where theres no visual indicator they need to share dmg, AND theres no indicator that easily tells you if you're doing it right.
Even if a tank runs by, and hits one of the attacks, you dont go, "oh, I took a tiny bit less dmg on one of the ticks there!"
Its much harder to figure out. And has been reserved for EX content prior. We only knew about it, because its happened in those EX/savage fights, and heard about it.
This is the one that needs to be conveyed better.
Back on topic, Hades is super easy, and needs more focus on insta kills. (And of course no real DPS check, so you can just keep reviving people up) but I assume the reason they didnt do this, is because its much harder to do now, with less means to maintain MP. So they probably decided to go with a more classic design. (They should still go back and up Thoradans difficulty a tad, not like it would be hard even with more dmg dealt. Plus Ultima should have been a separate fight, so it can also be upped a tiny bit, closer to what Hades is now)
Yeah, but that's fine. Shinryu had so much going on that tanks and healers would drop out as soon as it would come up in a trial rather than deal with helping others clear it. That's what I would see anyway. And you can't have that happening for story content.
No matter what the content is, as long as it requires ppl to "try" at a most basic level, you get this same result, which ppl demand it be removed, and we continue to have players, all the way till Lv70+ who still cant dodge a glowing icon on the ground. (With plenty of time to do so)
while its up to opinion, i dont think a game should be designed with the intent of letting people faceroll, and watch netflix as they play. You set up appropriate challenges, and slowly work your way up in difficulty.
By the time a player reaches Lv50, they should be nearly seeing the max difficulty the game can offer. With exceptions such as not having a full set of abilities to use, and leaving some room for future surprises.
Lv70 is like a parent waiting till their child reaches the age of 45 before letting them get a job, while still forcing them to stay home.
You eventually need to ramp up.
It had a soft enrage. If your party died enough and did low enough damage you lost the 8 outer squares of the platform(or enough of them), and that wouldnt leave you enough room to dodge or survive some of the mechanics. It hardly ever came to that, most groups that were going to fail failed before they got to that point. As for the tanks sharing the attack, it actually did have an indicator. The name of the attack. Every Akh Mourn in the game is designed to be shared. Mostly they showed up in Ex content, but they were present in Final Steps of Faith too, and thats mainstory to end heavensward.
Shinryu wasnt difficult. People were just lazy and didnt want to listen full stop. Only one mechanic was an instant kill and that was the tidal wave that he did within the first 20 seconds of the fight. The issue was people were attempting him without doing their 70 job quest so they were missing their capstone ability and without the AF gear.
hades is certainly harder than titania but she has a dps check which is too high for a lot of people and everyoe dies if you get too many players who did not read what their skills do.
Only one of the mechanics came anyone near one-shotting people, even in day 3 of the game... I didn't even get my first wipe until my 4th roulette run of the dungeon, despite a full bonus run the first time, nearly a full bonus run the second and third, and multiple deaths in each -- soon due more often to a simple and complete lack of healing rather than any one-shots. It, frankly, wasn't that tough, either. It just did a damn good job of looking appropriate for a final boss fight due to the hefty -- though safely infrequent -- AoEs and the two knock-off mechanics. I'd argue that Hades did a decent job of maintaining that appearance, too, especially during the dais-fall, the sweeping arms AoEs, and dual strike. Difficult? Not at all. But intense enough.
Still i feel the finall boss needs to be a certain wall, even more now as we get the artifact gear right before it.