
lmao hardcore? That's like thinking mayonnaise is spicy.Relic gear have always required effort to accomplish. Even the "easy" Anima weapons took quite a bit of effort with farming poetics and light to do. Zodiac weapons were definitely a lot harder though. In both ARR and Heavensward, the relic weapons were things you could simply grind for when you had the time.
The problem with the Eureka and Shadowbringers relics is that they're locked behind hardcore content, something that doesn't need another weapon when they already have extreme/savage gear. And no matter how much you argue, the design of Eureka, Bozja, CLL, and DR have more in common with hardcore content than softcore. It's just with fewer mechanics per phase and no hard time limit.
"Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."
--an excerpt from a Night Lords Novel, "Void Stalkers" Chapter X: Revenge.

DR normal is significantly harder than your typical alliance raid. If you think it's easier, you're kidding yourself when people are spending 30+ minutes on that one fight alone. Not to mention the fact that two failed mechanics is instant death. You don't have this type of thing in normal content. Bozja as a whole has vulnerability stacks that don't degrade with time, something that is present in Extreme/Savage content rather than normal. Combine that with the lack of indicators and what you have is extreme without a hard time limit.what hard-core requirement? you don't need to do DR savage for the weapon. DR normal is no harder than your average 24 man. CLL isn't hard either, its got two very light dps checks so that if you're doing anything approaching a dps rotation you'll be fine. in the case of having more tanks and healers than dps, there are essences and lost actions that will help so long as you keep your GCD rolling.
I think they're more fun than the nier raids but I'd liken them more to Weeping City of Mhach or Orbonne Monastery on release than a savage raid.
I suggest you take a look at what Bozja content has more similarities to because if you think that Bozja has more in common with your MSQ trial than an extreme trial, you might want to get your eyes checked.
note that I said "comparative to Mhach and Orbonne" not "easier."DR normal is significantly harder than your typical alliance raid. If you think it's easier, you're kidding yourself when people are spending 30+ minutes on that one fight alone. Not to mention the fact that two failed mechanics is instant death. You don't have this type of thing in normal content. Bozja as a whole has vulnerability stacks that don't degrade with time, something that is present in Extreme/Savage content rather than normal. Combine that with the lack of indicators and what you have is extreme without a hard time limit.
I suggest you take a look at what Bozja content has more similarities to because if you think that Bozja has more in common with your MSQ trial than an extreme trial, you might want to get your eyes checked.
do point me to which savage or extreme fight has non degrading vulnerability stacks. two failed mechanics in two minutes is not much different than collecting vuln stacks in a 24 man or normal mode and dying to damage from things you're not supposed to be hit by anyway. example: failing concurrent giga slashes in e10 normal will kill just about anyone. doesn't matter much, you can still be raised. heck Square even made an item that you can pop preemptively to raise yourself.
I don't even know what you're referring to with lack of indicators. every fight shows at least a flash of an AoE marker before an avoidable attack goes off so there's an at least idea of what you got hit by.
spending 30 minutes one fight (not sure which fight in particular you're referring to) is due to three potential things:
1) people not knowing mechanics which isn't all that strange during week 1 and will improve with time as more people learn the fights
2) players not knowing rotations and not keeping GCDs rolling.
3) lack of or inefficient use of lost actions, essences, and items.


I just had the cosmic brain idea, Make it possible to simply Queue up for Castrum Litore, same as you do with Delubrum outside of bozja, and remove the Castrum from inside Bozja.
This would allow players to form a group for it if hey need or want to play this content.

As I said, that's the kind of crap you save for Extreme and Savage content, not stuff you want people who don't participate in that stuff to be doing. Attack indicators on cast is pointless. The whole point of having them is so that people know to get out of the way to avoid an attack. Having that flash attack indicator after it's more than 1/2 way through the cast is not enough time for people to react, making it completely pointless to have. You would be better off removing attack indicators from the entire game so that people are trained to look for attack indicators from the beginning rather than train them to look for attack indicators, then take them away like they have with Shadowbringers. The fact that they had them, then took it away just makes it bad design due to how inconsistent it is. Queen's Knight for example has the sword and shield thing with no indicators. It relies on the fact that you have seen the attack before to react to it. Much of DR is like this and what makes it such an awful experience.note that I said "comparative to Mhach and Orbonne" not "easier."
do point me to which savage or extreme fight has non degrading vulnerability stacks. two failed mechanics in two minutes is not much different than collecting vuln stacks in a 24 man or normal mode and dying to damage from things you're not supposed to be hit by anyway. example: failing concurrent giga slashes in e10 normal will kill just about anyone. doesn't matter much, you can still be raised. heck Square even made an item that you can pop preemptively to raise yourself.
I don't even know what you're referring to with lack of indicators. every fight shows at least a flash of an AoE marker before an avoidable attack goes off so there's an at least idea of what you got hit by.
spending 30 minutes one fight (not sure which fight in particular you're referring to) is due to three potential things:
1) people not knowing mechanics which isn't all that strange during week 1 and will improve with time as more people learn the fights
2) players not knowing rotations and not keeping GCDs rolling.
3) lack of or inefficient use of lost actions, essences, and items.
Even with players not knowing mechanics, it shouldn't be taking 30 minutes for a single fight. The only reason is that DR is once again, not designed as casual content. It is plagued with one hit kills, lack of attack indicators, and just flat out lazy design because it feels like they just copied most of the Savage version over instead of changing the mechanics like they did with casual content in the past.
do you feel this way about e9 - 12 normal as well? AoE indicators on various attacks are simply flashed a second before the attack lands (e.g. Art of Darkness, Implosion, Giga Slash, Brightflame, Burnt Strike, Cast, Release). Failing 2 mechanics in a row will often two shot you in those fights as well. The only difference is the color of the debuff you get, really. And the normal modes are typically considered casual content.As I said, that's the kind of crap you save for Extreme and Savage content, not stuff you want people who don't participate in that stuff to be doing. Attack indicators on cast is pointless. The whole point of having them is so that people know to get out of the way to avoid an attack. Having that flash attack indicator after it's more than 1/2 way through the cast is not enough time for people to react, making it completely pointless to have. You would be better off removing attack indicators from the entire game so that people are trained to look for attack indicators from the beginning rather than train them to look for attack indicators, then take them away like they have with Shadowbringers. The fact that they had them, then took it away just makes it bad design due to how inconsistent it is. Queen's Knight for example has the sword and shield thing with no indicators. It relies on the fact that you have seen the attack before to react to it. Much of DR is like this and what makes it such an awful experience.
Even with players not knowing mechanics, it shouldn't be taking 30 minutes for a single fight. The only reason is that DR is once again, not designed as casual content. It is plagued with one hit kills, lack of attack indicators, and just flat out lazy design because it feels like they just copied most of the Savage version over instead of changing the mechanics like they did with casual content in the past.
additionally, is dying in a fight truly so bad? so, its your first time in a normal DR, and you die because you don't know mechanics. now you've seen the mechanic so when you get raised (because you can be raised by traditional means unlike BA or DRSavage) you know how to execute it properly.
Fights are only taking 30 minutes because people are not using Essences or Lost Actions in addition to the usual people who are not doing rotations, not rolling their GCDs, etc cetera. When people are prepared the entirety of DR can be cleared in that 30 minutes.
I know it’s a MMO and all but I’m so sick of content like this. With Eureka I complained about the 4 gated areas and annoying parties and strict time limits on the instances being as free flowing and casual as a open heart surgery in the 1800s. Relics in the past were more solo and more lax in nature with only a handful of times where teaming up was recommended but never required. Here for the 2nd time in a row not only is it required but you'll have to brave dead content and you need to do it the day of or it’ll be a massive chore doing it later in 6.0+




Bozja, like Eureka before it, was intended to be "midcore" content. That is, accessible to more casual players who don't enjoy stuff like Ultimate or Savage progression, but still gives them an alternate path and a fun little chunk of content.
Unfortunately, getting a Castrum clear is almost impossible without a pre-formed group, and even if you get into a pre-formed, once it's become obvious to the zone that there's a big enough group entering Castrum to have a shot, then you've got 59/48 people queuing up and there are going to be a lot of disappointed folks.
I was also enjoying working on the relics as they were released, for once, but having to do Castrum has become a complete roadblock. Not only is there never enough people, even at primetime, but then when we go in it's just a bunch of know-it-alls yelling and blaming everyone else and making the rest of us just want to leave. And then we fail anyway. Guess I'm not getting one after all, at least not until it gets nerfed to hell or something and you can do Castrum with like 2 people.
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