Quote Originally Posted by RiceisNice View Post
Difficulty is subjective. I've never played 1.0 so I really cannot comment on the difficulty just by looking at it, I jsut see a lot of standing around, rupping up the stairs to destroy meteors, and not step in laser.
1.0 Nael also did not gate you from playing ARR. That being said though, SoF is still presented very differently from every other main scenario fight (or fights that are put on DF immediately) that it's causing enough problems for a low clear rate. You really do not want the latter when its a requirement for an entire expansion
The trouble is all story content up until now has basically consisted of 'burn the boss until it dies'. Most mechanics involving dodging things do so little damage that far too many players have gotten used to them being inconsequential. Now we have a fight that simply requires players to fire three cannons and detonate some dynamite to kill him and players find it too hard because they simply cannot adapt. This is just a case of lazy players stuck in their ways unwilling to play a different way to defeat the boss (using the environment instead of directly attacking them). These players will NEVER learn unless they are forced to do so to progress.

The real issue I have here is that if SE has to nerf this fight to let the bad players through does that mean we can't have any medium difficulty content that doesn't just consist of burning the boss and ignoring AOEs? If a bunch of idiots can't learn how to play through an easy fight (and yes it is OBJECTIVELY easy, you literally just push a bunch of switches when an NPC tells you to during the fight) do the rest of us have to suffer through monotonous, anti-climactic and disappointing storyline encounters for the rest of the game's lifespan?

What if all story content in the expansion is of a similar calibre to SoF? What point is there in nerfing the fight if all these players will just get stuck on the next encounter anyway?