Didn't you know it's actually your fault that other people broke you out of the Gaol too early? Now suffer the consequences of other players and watch them enjoy the rest of the fight for the next 9 minutes.Your know what the best part is?
Being trappend in a gaol in Titan and the landslide is targeted in that direction.
And the Gaol gets destroyed too early so you have no chance of dodging it.
And then you get knocked off and just cant participate anymore for no fault of your own other than getting a mechanic you cant dodge (the gaol).
10/10 design, yo.
You might survive it if you hug him and the gods smile upon you, but newer players 100% wont survive that scenario and then they're locked out.
Yeah, why do they nerf old content so new people actually get to participate, even if its super easy usually? Geez.... I hated not being able to raise people because it does look like i do it on purpose.
I always tell new people that i cant raise them in instances where that happens.
/s
I'm sorry that I got hit by a mechanic, please forgive me and dont report me for griefing because I fell off!!!
I'm surprised it took this long to get rid of permadeath when falling off, considering Sophia was the first instance where you could revive after falling off and there has never been another one since (not counting Titan Unreal).
Never thought I'd see someone say they're going to miss anything about the Copperbell slime boss, are you ok?oh my god it all makes sense. the duty support AI probably struggled with: baiting the bombs to kill the slime in copperbell, interacting with the cannons to shoot the dragon in stone vigil, interacting with the lamps in haukke manor, moving the dragon out of the poison puddles in brayflox..
if these are all getting changed, i'm gonna miss it so much.![]()
While I can agree with the general sentiment, perma death really wasn't a great mechanic and "interact with X" mechanics where you just watch your character perform a pantomime for like 3 seconds deserve to be removed from every dungeon.
On the other hand, the change is obviously related to Duty Support and objectively proves that we have lost some dungeon complexity because of Trusts.
I don't mind older content having parity with the new in terms of punishment and actually wish they'd go back and retroactively update all of the fights to use the new mechanic indicators when applicable.
Going to be interesting to see what they did with the dungeons.
https://youtu.be/W1ZtBCpo0eU?t=50
Some things like not getting perma death when falling in many trials makes sense not the extremes. They are extreme. I am unsure why the easiest part of vigil is being nerfed but assume it has something to do with the trusts not being able to do mechanics. Maybe just make the trusts immune to everything whatever at this point. I can't believe they are taking away the platforms being removed in Sohr Khai guess instead of a fun epic battle we just get a lackluster hullbreaker isle clone with a dragon instead of a kraken. Don't take the dumb canons from any of the content or make them not horrible to use or anything, ya know the changes that would be great. hmmm the dungeons are the only thing that teach the player. I know lets take all that away so no one knows how to play.
The fight at the end of vigil teaches players about baited aoes which are many in the future content, but no one knows this I guess that might be a big change. I can see them just taking out because the trusts would just kill you. It is very frustrating knowing the things they will probably remove are the things that taught mechanics. I guess it just doesn't matter because by the end of it we will just end up watching bots play. Maybe I am wrong, and this is not the case. Maybe they wont remove everything that is important, but that is probably the hopium talking.
Edit: I forgot dive bombs that mechanic is in everything, If they take that out of the fight with Isgebind that will also be a detriment.
Also I sware if they add that big dumb red marker for tank busters in every dungeon I will lose my mind.
Last edited by Faafetai; 04-08-2022 at 08:11 PM.
I'm fine with removing perma death in DF content. It doesn't add anything to the fight itself and it doesn't exactly teach you anything because you're not getting another chance -- regardless if it was your fault or not.
Streamlining indicators is also a change I'd like to see for even more content. The infamous stack/ spread in Sohm Al comes to mind.
ARR dungeons only have very few and generally easy mechanics that make for a nice tutorial though. Like firing the cannons or baiting something. They're not about exciting the player so much that they do a irl happy dance and cry out in joy but they do teach a think or two about timing, watching the battlefield and positioning.
But the AI isn't designed to handle it so I suspect all these mechanics got permanently scratched for Trusts and will also get retroactively scratched from pre-ShB content the moment they work on adding NPCs for it.
As Azuri said: it's proof that Trusts did affect dungeon complexity and limits the options for mechanics.
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