

Not sure what you mean... if anyone dies in E6S right now at the normal item levels it is good game. Unless you are being sarcastic? ;pAfter all the years I’ve been playing the most difficult part of endgame is finding people who keep up and learn fast. If anything the devs should continue like they have recently with death forgiveness. Even add in it by giving pause moments like they have. No matter how many times players die in a match the boss can still be cleared. I’m glad the devs distanced themselves from those perfect runs nobody can die even once days.




Uh, no? While not as laughably forgiving as Ramuh, E6S' enrage easily allows several deaths provided people aren't completely clueless on how to play their jobs. What throws people off in PuGs is how much they bounce around, especially for melee/tanks who try to stay on the boss and eat stuff they shouldn't. I will say, I don't find E6S practically well designed mostly due to said melee downtime but also a few other mechanics. It isn't hard though. At least imo.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."


It's possible that if people understand how to move on all the different mechanics, perhaps that bit of increased up-time would hedge the fight more into doable territory. I've been doing it more on tank now and a lot of things are sort of clicking into place as to why certain groups of people just can't pass that fight.Uh, no? While not as laughably forgiving as Ramuh, E6S' enrage easily allows several deaths provided people aren't completely clueless on how to play their jobs. What throws people off in PuGs is how much they bounce around, especially for melee/tanks who try to stay on the boss and eat stuff they shouldn't. I will say, I don't find E6S practically well designed mostly due to said melee downtime but also a few other mechanics. It isn't hard though. At least imo.
1) They do not understand the significance of positioning on hands of hell in the earlier phases. The person who gets targeted by the real ifrit needs to keep him closer to the group than the other players, and they other players need to keep dps up as long as possible and not just run away with the tethers. I actually caught onto this aspect early on in the attempts.
2) DPS needs to keep DPSing during the meteor strike combo. The issue is the mechanic makes it so that you do not want to be near the tank, as getting hit by any of the techniques will KO a dps instantly. The Tanks need to make sure ifrit isn't flying across the room when he goes at the tethered tank and then back to the other tank who eats the tank buster.
3) Again, players who are stuck are not doing enough research and practice to get through the mechanics before and after conflag. There's even nuances like where a tank should stand for the fire tornadoes, as well as a few tricks to saving valuable cooldowns for healers who are going to get hard pressed.
I'm going to be blunt, if people had DPS meters active in game to show their output, it would probably make this fight far easier to figure out and pass. The issue is that the devs didn't give those tools to players because they are worried about toxicity from their use. I mean, how do you tell someone that their few extra points of damage count on a phase when the drop seems unnoticeable until the enrage? The devs made mechanics that tell people to do the opposite of what they are supposed to do in a sense.
Last edited by Colt47; 05-29-2020 at 03:23 AM.

This is the problem with running with PUGs, it's such a mixed bag, there are I feel a lot of people in PUGs that just don't know their jobs well enough. We do need a dps meter that is built in game, I feel in the sense of to know for example "hey I'm a Samurai and I'm only pulling 10k, I should be pulling 16k." I think a DPS meter would make people more likely to read their tooltips/experiment with their rotations to try and optimize. However, yes wipes are going to happen it's typical but regardless of what you put in your PF, people feel "entitled" and think "I can sneak in and get carried."It's possible that if people understand how to move on all the different mechanics, perhaps that bit of increased up-time would hedge the fight more into doable territory. I've been doing it more on tank now and a lot of things are sort of clicking into place as to why certain groups of people just can't pass that fight.
1) They do not understand the significance of positioning on hands of hell in the earlier phases. The person who gets targeted by the real ifrit needs to keep him closer to the group than the other players, and they other players need to keep dps up as long as possible and not just run away with the tethers. I actually caught onto this aspect early on in the attempts.
2) DPS needs to keep DPSing during the meteor strike combo. The issue is the mechanic makes it so that you do not want to be near the tank, as getting hit by any of the techniques will KO a dps instantly. The Tanks need to make sure ifrit isn't flying across the room when he goes at the tethered tank and then back to the other tank who eats the tank buster.
3) Again, players who are stuck are not doing enough research and practice to get through the mechanics before and after conflag. There's even nuances like where a tank should stand for the fire tornadoes, as well as a few tricks to saving valuable cooldowns for healers who are going to get hard pressed.
I'm going to be blunt, if people had DPS meters active in game to show their output, it would probably make this fight far easier to figure out and pass. The issue is that the devs didn't give those tools to players because they are worried about toxicity from their use. I mean, how do you tell someone that their few extra points of damage count on a phase when the drop seems unnoticeable until the enrage? The devs made mechanics that tell people to do the opposite of what they are supposed to do in a sense.
My sloppiest clear of E6S has over twelve deaths throughout the party. If you cannot beat the fight with just one, there is an issue somewhere with multiple people's rotations.
My first clear of E6S back in Feb with the party all in gear bellow ilvl480 had 3 deaths and we killed it something like 3 mechanics ahead of enrage. If one death is an issue nowadays with all the extra gear, people aren't doing their rotations properly. For sure.
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