Failure rates on these dungeons are currently 0,0000001% and they want it to be 0,00000001% so even the worst bots can clear them.
I hope someday Yoshi comes personally to pick my fork so i don't have a chance to miss my mouth



Failure rates on these dungeons are currently 0,0000001% and they want it to be 0,00000001% so even the worst bots can clear them.
I hope someday Yoshi comes personally to pick my fork so i don't have a chance to miss my mouth
Just ran Sohr Khai in the duty roulette. The platforms don't even break anymore in the fight against Hraesvelgr. They really are neutering every dungeon that has any kind of unique mechanic or flavor.
Isn’t the obvious explanation that they reworked it so the trust ai can handle it? Cannons and breakable platforms make perfect sense to remove in that case.
It's good to know then that Aurum Vale probably won't get nerfed/adjusted for AI. It feels like it's the only actual dangerous dungeon left. And even then that's only because of the first room before the boss.
Last edited by Barachim; 05-01-2022 at 01:03 PM.






I got Stone Vigil for levelling yesterday. I'm pretty sure there was still a tankbuster (now marked with the red icon) in that second fight, and you can't ignore the tornadoes without being flung in the air every time one hits you.Second Vigil boss lost flatten tankbuster and flame breath buster.
The only thing these dungeons teach newer sprouts is that it is always ignore mechanics o'clock and this is not good.
Haukke final boss is another that was neutered. Watched two friends duo her yesterday as summoners synced.
Haukke's final boss already had issues with dying too quickly and the adds being irrelevant, so I don't think that's necessarily something they've done now.
Did Totorak recently and while I'm aware that's probably the most despised dungeon in the whole game.... God, that was a disappointing joke. The other ARR dungeons at least got debatably nice mechanic upgrades/overhauls, but poor ol' Toto? nah, they just outright gave up there: The "bosses" literally have as much hp as random trash pull mobs now, and still only autoattack. If it wasn't because of the purple marker at the door, I wouldn't even notice I'm fighting a boss - might as well have removed it as a dungeon and turn it into a solo duty, because I'm pretty sure it can be solo'd even by an AST.
Short version rant: I don't like how they're literally babyproofing content that was already easy to begin with =/
That's the one dungeon I wouldn't mind getting tweaked in some minor way. It's the only dungeon I can think of that's a total pain to run unsync, because of the boss that requires you to man all 4 cannons to take down. And even unsync it takes forever to whittle down with one cannon.


That is the obvious and most likely explanation, yes. Of course, that would require actually looking for reason instead of malice which isn't what happens much around here.
It wasn't all about trust compatibility, but having consistency throughout the game. Things are very different now from ten years ago. People will now have a better idea of what stacks and busters will look like much sooner than before. Even a lot of people who have been around long enough don't really like to revisit the older content as they don't always remember all the odd nuances. MSQ roulette content feels like more of a proper fight now, where it was just a bunch of impatient people dragging sprouts through without giving them a chance to take in the story.
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