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A6S nerfs stronk boyz lmao
Can I have a door please so I can skip it now and go directly to AS7? I really don't care to finish this fight with its arm tied behind its back.
I enjoyed A6S...
Maybe SE should have done this for A3S instead of a fight that wasn't really hard
I mean at this point if you can't clear A6s with them nerfs I feel bad for you cuz them nerfs are pretty stronk and with the easy enrage lawd smh just go ahead and add Echo too since we hand holding this early... It's a real shame how raids are getting so dumbed down
Nothing of interest to me in this patch. Ah well. Hope the changes are a good thing, I don't pvp and don't do savage so I can't comment one way or the other.
A5S was already a joke and now A6S will be one as well. A7S isn't hard either. Guess we can look forward to only one hard fight each raid tier. Thats kinda disappointing.
i can hear the screams, the cries of the elites.. and hear their tears over content being weakened pour out and splash on the floor.
...Wait a sec AST Collective got Nerfed in PVE as well? Why would they nerf AST in PVE?
http://puu.sh/ohGbJ/113d38ac65.png
Does this mean Sleep and regular DPS interrupts apply as well (like Primal Signature attacks)?
I feel this nerf was completely unnecessary as Astrologians already cannot move at all when using Collective U.
Mirage Supercharge nerf is really good
What infuriates me is that ppl doing savage dont cry over 99% content being absolute faceroll. So why is the opposite?
Because most people understand that the game is extremely casual-oriented. And that's not a bad thing, it means that lots of people can experience lots of the game. I do think it is a shame that this teeny tiny bit of game that is more challenging is made easier though. It lessens the feeling of satisfaction at overcoming it, and means the four bosses that raiders get to last them six months are even less likely to last.
Our newly formed raid manage to clear a5s last week took us 2 weeks practice but we got it and now one shot this week
Practicing a6s for a week now and I am very disappointed with the change.... Is call raiding for a reason.... Tbh blaster is not that hard at all those who do coil turn 8 would agree to this now with only management of another mech for charges is not that hard....
How often do you get stunned as a healer, though? Unless AST were using it to avoid auto-stuns like Dollhouse. I think the text just means stuns will apply to it, and maybe the paralysis ticks. I think AST will be safe from primal signature moves damaging them out of it.
Also kind of weird that they listed the Aetherflow change in general combat since... do any enemies even strip buffs? I thought that was purely in PvP.
Because everything outside of Savage should be easily clearable by Joe derpgoon ,Sally no good heals and Johnny bad tank. Savage should be challenging and rewarding. A6s isn't even hard but now it's just a straight up joke. Oh well still A8S to look forward to
Wow i honestly didn't expect them to go ahead and nerf it.
Mmm the sweet tears of raiders, I drink it up.
Not sure why people are complaining it's just mainly reducing damage of certain attacks, one mine gone and lowering the hp of 2 mobs hardly changes the fight. I don't think SE wants a repeat of what A3S did so they want to make they have a a curve where is A5S - A6S - A7S - A8S when it comes to challenge. People are just really just blowing it out of proportion too be honest after these small changes. I don't agree with these changes but I can see why they made these changes. There was people getting stuck again at A6S and SE didn't want people to be stuck on the second floor but the last one.
So about the A6S nerfs….
I do know that I’ll get very sarcastic comments for it – especially from people who actually do not raid – but please let me explain.
This is of course my personal opinion, as progress-raider, and it might differ from yours.
I’ll explain carefully why these changes are actually unnecessary; and why it endangers the current raid-system.
So this is the view of someone who has beaten this many, many weeks ago and is currently progressing through A8S – someone who also has beaten A4S even before patch3.1.
A) Let’s talk about what is nerfed in A6S and what I think about it.
Blaster:
One)
Okay, real talk here.
I do not understand why it was necessary to decrease the number of the hidden mines? There were only two to begin with.
There should be not a single issue for your OT to memorize them – and before they are taken the group shouldn’t really move around a lot anyway. Concerning their damage let me only add it’s very predictable when the OT will take the mines, and it’s perfectly manageable with the usage of CDs. Even without, to be honest.
So if that is really a crucial reason for your static to wipe, have a talk with your OT and explain them carefully how to improve. If that doesn’t work, replace.
Healers also might be an issue there; but… As I said, damage is predictable. I doubt it can be difficult to throw a heal before the OT steps into the next mine.
I am honestly confident in that ANYONE can do this just fine, so why nerf it?
Two)
Supercharges are kind of ‘random’, but not an actual problem if you use the right strategy.
The trick is to bait them; to place the Mirages in a line and wait till they have turned to someone before attempting to dodge.
So basically I see no reason why this should be a permanent reason to wipe there, even if a DD is usually dead when hit by only one. Ever since my static is using this kind of strategy, we never wiped there anymore, to be honest. Most of time middle is completely free from any charges.
If people still get hit they might not understand that mechanic.
Brawler:
Correct me on this since I play with the german client, but I do think it’s in general an orb-nerf.
And that’s what I do not understand. At all.
The mechanics with the orbs are, bluntly said, very simple and perfectly manageable, even with no gear. Tanks have to run around a lot, maybe more than DDs if they are doing it right, but that’s it.
This phase is still easier than the add-phase of A3S, for example, and it might require a few tries to actually see what happens there but becomes really simple afterwards.
Technically the orbs are the only difficult thing of the Brawler, and nerfing something like that is never a good idea.
Swindler:
Okay, seriously though, why would you reduce the Gunner’s HP?
These little fellows have two functions: first so the boss has to be moved; secondly if they are not killed fast enough it’s a potential (but not must-be) wipe. So technically it’s one of very few dps-checks in A6S.
I simply fail to understand why anyone could have trouble with it STILL -by now even people without drops should be around IL223+ with their raidingclass (if their raidingclass is their actual mainclass, at least) and also possess a IL230 weapon, if not then the one of Seph EX.
My static had never any trouble with these; and our DDs STILL haven’t gotten any gear so far, and we’re in A8s by now. (I am not joking, we only get tank/healer stuff or monk – which we don’t even have lol). The adds were easy from the start, so just why SE.
Vortexer:
Let me summarize the nerfs on this guy here – let’s just take out everything that makes the fight actually difficult.
One) I do not know how strong this HP-nerf is; but I am taking a wild guess that if people saw two rotations when the first groups cleared it, they will only see one before it dies now.
Okay, the HP-decrease might be to make the enrage easier, but there is also no need to.
When we killed this for the first time, with like IL220 and IL220 weapons, we had still a minute till enrage.
By now it’s a complete faceroll, in which we might as well brew us some tea and enjoy the mechanical sight in there. That’s how much time we have left.
Enrage should NOT be a problem for anyone anymore, unless they simply have no idea about mechanics or can’t play their classes even partly right.
Two) Thunder and Water are the only other legit mechanics in this fight which will apply damage to the group. Any fail results into a wipe, ultimately, (I still think that’s the case) – so that’s why you are nerfing it?
Healers cannot heal a lot at this boss, to admit that at least, but if you’re timing your healings well there should be not a single problem.
B) Short comparison between A6S and A7S.
So in a live stream a few days ago the moderators said that A7S’s mechanics were easier than A6S one – and I disagree.
Not because the A7S mechanics aren’t, indeed, very simple – but because there is still enough reason to wipe there.
One) The Dps-requirement is much higher than in A6S; so people who profit from these nerfs now will only hit their head in this floor for a while instead.
Two) Trust me these rolling balls are really annoying, especially in the second cat-phase which will not be skipable for newer statics. People who have troubles dodging (as seen at the Blaster) will more likely die there anyway. A DD is probably instant dead when hit by one, because the boss also spams AEs meanwhile and the healers cannot really heal in said phase.
So saying that A7S is easier than A6S is a bit exaggerating the actual facts – the floor is still easy, I don’t deny that, but it’s definitely not even partly easier than prenerf A6S.
C) The real question: Why would you even nerf A6S?
So, if we look at Gordias Savage, SE was unwilling to nerf this for very long.
The first nerfs took place when Echo was put into it; and this was somewhere past patch 3.1.
A3S was far worse than A6S.
Just to make a quick overview:
-add-Phase required some coordination between all static members who could stun. It was not difficult, but many failed on that. If we now look at the orb-phase of A6S, you cannot really say that A6S is worse than this. The chains were just as annoying as the random skill-spams of the boss in the middle.
-tanks had to move the boss accordingly which was apparently too difficult for some tanks. You don’t have to do that a lot in A6S, surprise!
-the debuffs were too complex too handle for most groups; if I compare the debuffs with the one in A6S, it’s clearly visible that A6S is easier.
- DPS-check in A3S was hard. In A6S it isn’t.
So when you didn’t nerf in A3S for so long, why are you nerfing A6S now? I simply don’t get it.
We’re nowhere near an Echo. This nerf is completely misplaced.
Conclusion:
Honestly, the only ones I can see being happy about this are people who don’t raid and want to get free loot without having to put actual effort into learning a fight.
Argue with me if that’s not true – but I doubt you can give an actual proper explanation without the reasons above.
Those nerfs are a slap into anyone’s face who have beaten it already or are mid-progress of this floor and are close to the kill.
This cannot even be compared to Echo at some later point which will tick in once a raid-content gets outdated - because right now it’s still somewhat new and also the current content. Throwing in any nerfs are completely pointless.
I can understand that people want to see A8S at some point; but isn’t it even more frustrating to get free kills (just like A5S actually is one right now and now also A6S) and then having to play mechanics properly for the first time? That’s not how it works.
As I said, if you enjoy the ‘complaints’ of raiders right now, give me an actual reason of WHY you are enjoying it, WHY it is ridiculous for you.
Because, from my experience, people who make these kind of comments don’t have any arguments. And, as I said, don’t even raid to begin with.
My guess is people will be happy that you are unhappy given your condescension and broad generalizations that people somehow wanted "free gear for no effort."
Have you even done the content to know the severity of these nerfs? You're acting like it's the end of days here.
I haven't even seen people complaining about A6S in the English forums so maybe take a look over at the Japanese forums and see if the complaint has been made there, since SE highly favors the Japanese playerbase's feedback. There's also the possibility, as has been stated prior, that they nerfed the fight because they didn't want to repeat their same mistake they made with A3S.
Either way, making broad generalizations that this happened because people want free carries and that only people who don't raid will understand you will garner you little to no sympathy and others will enjoy your salty tears that much more.
¯\_(ツ)_/¯.
Hell, I'm not dong any Savage at all and I don't agree with the nerfs too.
My standpoint is, if there are groups out there that cleared it, means its managable. If it is managable, then it is a challenge for anyone who hasn't cleared, which IMO is part of the fun.
why? why are you nerfing the turn in the smack middle of the raid season? why? why? wanna kill all motivation of people who try so hard and killed it? again? again?
I'm not really a fan of nerfing content while it's still current. (Or at all for Savage content)
FFXIV needs 3 tiers of raid IMO, if SE feels there are problems with Savage clear rates discouraging the raid community. (Normal, Coil-like, and Savage)
They nerfed the second turn of the entire raid set, and people are complaining as if the fourth turn was nerfed. Get over yourselves.
I love when the people who don't raid come to put their opinion on raid content
What are you talking about - A6s is still difficult, but now a bigger percentage of players can manage though it instead of beating themselves endlessly against it.
A few friends of mine already stopped raiding with their static because it was 3 hours a day, 4 times a week on that encounter.
They got simply burned out in the end.
Plus, there is still A7 and A8 so there is still enough challenge ahead, so people need to calm the hell down and put back the salt.
Your friends weren't cut out for raiding then, 3 hours a day 3-4 days a week is what midcore raiding is. My group did that, we cleared A6S, we did it for 2 months and cleared A3S, for a month and cleared A4S. This stuff isn't meant to come easily, you already have NM and Primals for that kind of play. A6S is the hardest pre A8S fight, of course it's going to take a few weeks, it's like the community forgot T7 even happened.
i feel these nerfs are too soon it hasn't been a patch cycle yet and the content is still very relevant to raiders. in all honesty these nerfs seem like what they intended for when it would hit the duty finder also i find that the way the nerfs have been designed solo healing this will be that much easier thus asking the point why have 2 heal spots if 1 can do just fine which really sucks for anyone who cleared/working on clearing or was looking forward to trying a6s :(
My group was just starting to get close to clearing A6S after doing it for a couple of weeks and this is a major slap in the face... The nerf wasn't needed and it's too soon. ; ;
They couldn't do it anymore, simply as that. My friends are very raid oriented, but their motivation kept plunging throughout the weeks due to A6S and it's rather punishing way when you mess up and wipe.
Plus, one of them started to get health issues (sprained wrist), so they decided to drop out and actually, you know, have fun playing the game again.
SE nerfed A6s because it was harder than A7s....and while i think it was too soon or dont even needed in the 1 place...SE call the shots...
if u already killed A6s , it was on farm already so meh, if u were working on it ...now u gonna have a easier time...., and if u dont even did it or were not interested in savage....nothing changes.
SE is a bit afraid of another A3s...
Ugh so much stuff for PvP...do not want lol
and this game really needs to start making more then 4 bosses and calling it raids :/ zzz
I don't care if it's easier than A7S. I wanted the challenge and now I feel robbed and betrayed. I didn't want to have an easier time, I never do. I want to put in the effort and be rewarded for that. Especially salty because we were starting to see the end of the tunnel.
Quote:
[2.0] The orchestrion roll materials obtained from the following raid dungeons will now always appear in the treasure chest that appears after the boss:
The Labyrinth of the Ancients / Syrcus Tower / The World of Darkness
YAAAAASSSSSS!!
At the end of the day what is or isn't "Too Hard" is subjective, it is an opinion. The only opinion that counts on the issue is SE's who are likely making the decision based on metrics. They want a certain % of groups that attempt the content to pass it, and they want the groups that pass it to pass it in a certain amount of time. If they're nerfing something now it's either because fewer people are passing it and are passing it more slowly than they want or the nerf was always scheduled as a planned part of the content's lifecycle. I'd personally suspect the former more than the latter, but only they know for sure.
At any rate they certainly didn't do it satisfy whatever your particular agenda is, or run afoul of whatever your personal hangups are. They're looking to make sure the content they produced is performing in the capacity they wanted no more no less. "Git Gud", "Tears of Raiders", what? That's just so much digging for a negative narrative that really isn't there.