inb4 very easy mode difficulty will also be added to dungeons and trials.
inb4 very easy mode difficulty will also be added to dungeons and trials.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
Step 1 - See suspicious thread title
Step 2 - Notice OP is TitanMen
Step 3 - Close obvious troll thread
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I just watched a video on this, and don't recall doing it. (Started in January 2019). Is it required now?
Actually, it's the same amount. The difference is that, thanks to inflated gear, the first wave dies before the second spawns, who then die before the third. At launch, with low DPS, you could have the waves overlapping. And if the big ones started blowing up, it could kill people, so you had to focus them down rather than AOE the entire pack; and, if they didn't all die fast enough, Shinryu would wipe the party with Protostar. Now the adds just kinda melt.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
NO! I want to feel that 6 mil hp nuke! I MUST FEEL IT!I know this will upset the hardcore video game players in the game but this fight is way too difficult, and is a huge gate in the MSQ. Have developers considered nerfing the fight? The instant death mechanic from the half moons is very unforgiving and is an extreme steep curve in difficulty compared to the other fights you've done. Shinryu and Yotsuyu are just such a sudden jump in difficulty that if your healers are both new to the game you'll be stuck in that fight for two hours. I hope the developers will nerf them (give 50% echo right away maybe?)
This one is beyond your help. Only sleep can save her now.
Honestly, I was there when 4.3 dropped and I did feel that Tsukuyomi was pretty much pushing the limits for what a mandatory MSQ fight ought demand.
I feel the main issues are the min iLvl (which was probably demanded by the xpac roadmap, but is really too low for the average DF group to be comfortable; when helping people through it in 4.3 I found it went much smoother using PF and requiring 350) and the fact that there are certain mechanics combos here that are really punishing, and even beyond what Extreme demands (the most notable being that Normal - and only Normal - combines the half arena AoE with Shiva circles, and you often must wait for the Blade AoE to go off before the safe spot for circles is available; the dodge time for this can be extremely tight, and any mistakes result in a party that is very vulnerable to wiping to Lunacy).
(As an additional emphasis-aside, let's keep in mind that Shiva circles alone are considered an annoying enough mechanic that the popular PUG strats for fights featuring them - including TWO of the current ShB Extremes! - routinely simply eat one and deal with the vuln as the path of least resistance. Here you can't even afford to do that, and this for a STORY mode fight at that ...)
It's undeniably "that one boss" of SB, even more so than Shinryu.
Shinryu was honestly harder on release then Tsukuyomi as there's a lot more initially vague mechanics and instakills being thrown around, whereas Selenomancy is the only thing that can be a bit confusing the first time it's encountered in the latter's case.
These days it's usually easier just because it gets melted too quickly for a lot of the problematic stuff to even happen.
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