


There's literally no aoe attack in this fight that isn't avoidable with purely reactionary dodging. You probably didn't see the safe spot closest to you and tried to run to one that was farther away.My experience with trying to "dodge" things in this fight is that many of them hit such a wide area that you can't even get out of range in time, which kinda goes back to the whole "useless AoE markers" thing that became really common in instances like Dun Scaith. Why bother even showing them if they don't give sufficient reaction time?
You're supposed to use sprint when he charges across the arena. That's the only wide attack in that fight. Everything else can be dodged with little movement.My experience with trying to "dodge" things in this fight is that many of them hit such a wide area that you can't even get out of range in time, which kinda goes back to the whole "useless AoE markers" thing that became really common in instances like Dun Scaith. Why bother even showing them if they don't give sufficient reaction time?




I'm not insinuating that extreme/savage content is for everyone, I am insinuating that this game had a really big problem of making those pieces of content feel accessible. When you have faceroll content like dungeons and regular NM primals as your base intro content, the spike in difficulty is offputting for a lot of players. What this piece of content does is demonstrate to players what a real fight looks like, it isn't difficult and it isn't extreme/savage level, but it requires you to be able to push buttons and not AFK, something which should be expected of all players.Did I say that?
The fight isn't hard, but it does give all players a stepping stone towards extreme primals, making the content feel more accessible and less daunting, generating a gradual difficulty curve.
This is what I was responding to, and I'm saying that if this fight was intended as a "stepping stone" to extreme/savage content, then I'm against it being part of the main story. The MSQ should be for everyone; extreme/savage stuff is for a minority.
Oh, and your comment about the divide in players, obviously the divide will always exist but the devs are trying to bring down how wide the gap is, and to find ways to bridge the gap and provide more accessibility to players.


This so much. Aside from being overtuned A3S had an issue with an intense difficulty spike from A1S and A2S, which caused a lot of problems for people. Having the final boss fight as a stepping stone and putting the difficulty so that, while it is not on par with an Extreme Trial, it is a bit elevated from the usual face roll content. The only thing I feel like they could have done better was maybe make the leading dungeons a tad more difficult as it felt like The Royal Menagerie had its own difficulty spike so there would be a bit more of a gradual transition from them to it.I'm not insinuating that extreme/savage content is for everyone, I am insinuating that this game had a really big problem of making those pieces of content feel accessible. When you have faceroll content like dungeons and regular NM primals as your base intro content, the spike in difficulty is offputting for a lot of players. What this piece of content does is demonstrate to players what a real fight looks like, it isn't difficult and it isn't extreme/savage level, but it requires you to be able to push buttons and not AFK, something which should be expected of all players.
Oh, and your comment about the divide in players, obviously the divide will always exist but the devs are trying to bring down how wide the gap is, and to find ways to bridge the gap and provide more accessibility to players.


I cleared it today and was a very good fight, very flashy and confusing at first buts that's part of the fun. My only "complaint" is the wide range push back, even with sprint it feels that the timer is too tight if for whatever reason (a mechanics that made you move away from the group, like the chains or markers) you are not in the middle of the platform. This fight will nerf itself with gear and DD's doing a better job.
I hope this will be the base difficulty for 24m and normal mode OMEGA.
Last edited by Driavna; 06-28-2017 at 04:46 PM.
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