But Purg and JP Harvests aren't even difficult. Find your spot through easy deduction and you're home free. My guess is that boredom is an actual mechanic and comes in full force upon reaching Famine.
If one person messes up "All Far War" the run is ruined. Just do "All Close JP WAR" (Inumaru) so only people who mess up get the shaft they deserve.
The problem with opposite war is that the diagram that circulated for the first 3 weeks was actually just wrong, and essentially guaranteed at least one person would just die 100% of the time. The DPS check was low, so people just shrugged it off and cleared anyway with deaths basically every run.
Inumaru and Hector war are better imo, but you do need to throw some mits so the people with short tether mino don't explode.
P7S is definitely one of the most unfun savage fights I've played. 7 Minutes of nothing, a low DPS check, and 3 final mechanics that PF glue sniffers have never learned how to properly do 4 weeks in. I know multiple people who have cleared p7s without ever learning how to do War, Famine or Death properly, and they continue to haunt weekly reclears griefing parties.
Nothing like getting to DEATH or WAR with two tethers on ya cuz someone couldn't get their simple mechanic right.P7S is definitely one of the most unfun savage fights I've played. 7 Minutes of nothing, a low DPS check, and 3 final mechanics that PF glue sniffers have never learned how to properly do 4 weeks in. I know multiple people who have cleared p7s without ever learning how to do War, Famine or Death properly, and they continue to haunt weekly reclears griefing parties.



Eh, I’ve enjoyed progging all of them. Savage is a challenge, no matter where that challenge comes from. Whether it’s bad players, difficult mechanics, cheap trick mechanics, boring you to death and then making you do hard mechanics. It’s all just different flavors of difficulty I enjoy overcoming and being tested by. As such, I take these challenges for what they are and enjoy overcoming them. There is no correct battle design, just subjective preferences. Sure people may enjoy some fights over others but I don’t want to see the fights homogenized just cause people complained about a design they did not enjoy.
And as for the “it’s not even hard” crowd, neither is phase 3 in DSR or any fight once you know what you’re doing. It all becomes brain dead with time. So the challenge is always to clear with the given people/circumstances. In PF the challenge has always been coordinating with 8 randoms. This tier it’s no different.
Backloading fights isn't really anything new. I can't comment too much on Stormblood savage design as delta was the only one I did when it was relevant back then, but I know UWU they load like, the bulk of the difficulty into Ultima so the rest put me to sleep. (depending on how good your group is at gaols). I remember many fights in Eden sticking the harder mechanics in the latter part of the fights. (E2S they even put the hardest mechanic as the final mechanic) But I agree they could do something to make the rest of P7S interesting, it's a snooze fest until you get to the last 3 mechanics. I don't dislike the fight, I strongly prefer it over P3S, but it's not terribly exciting.


Stormblood had the opposite issue, at least when it came to the final floors.Backloading fights isn't really anything new. I can't comment too much on Stormblood savage design as delta was the only one I did when it was relevant back then, but I know UWU they load like, the bulk of the difficulty into Ultima so the rest put me to sleep. (depending on how good your group is at gaols). I remember many fights in Eden sticking the harder mechanics in the latter part of the fights. (E2S they even put the hardest mechanic as the final mechanic) But I agree they could do something to make the rest of P7S interesting, it's a snooze fest until you get to the last 3 mechanics. I don't dislike the fight, I strongly prefer it over P3S, but it's not terribly exciting.
The bosses would do their final new mechanic at 50% and then just repeat the same mechanic rotation from the beginning until they reached the final mechanic again where they'd enrage instead.



P7S is legitimately one of the worst Savage fights we've seen in 5 years.
It's incredibly boring and incredibly long with only three mechanics and they are all at the end. The boss is a striking dummy for 9 minutes - 75% of it's health. Then it just rapid fires the only three mechanics of note which really aren't that hard either, but they are incredibly punishing with one person being out of line meaning everyone dies. Then you get to hit the striking dummy for another 9 minutes.
With pf this fight is honestly horrible to get your first clear on. Multiple variants of how people deal with the harvests. Seen at least three different setups so far, especially for War. Can't really afford a single dps death leading up to those as from what I've seen you need the buffer for mistakes rotation wise at harvests else you lack damage for kill. Wish they were spread out more, not all the hard mechanics at the end.
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