Oh, you can post in that thread - or both - I wouldn't mind trying to get that discussion going in there.
Ex1 should compare with Innocence - both are the personal action ones - while Ex2 compares with Titania. Most people in ShB also insisted Innocence was the easier one. The way my brain works, Titania (and HydEx) were easier, but that's because I can remember patterns and orders of things while Innocence and ZodEx require reacting to randomization more. And I stand by the light crystals thing. I genuinely couldn't think of any other fight besides Behemoth and Amon where you have to do something like that, and in BOTH CASES, the players choose where to make the rocks since they're targeted on the players AND they don't explode when interacted with another mechanic. I think the big problem there was how few people could tell that what happens is the crystals explode when struck by lightwaves. I honestly couldn't figure it out and had to watch a guide (Miztek's, I think) and was like "OOOoooh, THAT'S what's happening". Literally no one in any of the PFs I did in the first two weeks could figure it out. It's one of those things that's obvious once you know it, but a LARGE swath of the playerbase DID NOT figure it out on their own. Contrast Titania, whose mechancs were largely "stand in puddles" and "swap the teather" and "don't stand in the telegraphed AOEs" and "get out of the way of the spreading roots", all of which are both easy and intuitive. The water puddles had the timers on them so it was obvious they were ticking up to something, and in FFXIV, "tower" mechanics are so normal everyone gets the idea, not to mention the failure doesn't wipe all non-Tanks in the party instantly with a wave of damage, it spawns a big blue add and the puddle goes away so you can see why you needed to stand in them. Likewise, the fire stack mechanic doing less damage in water makes intuitive sense - water makes fire burn less. The only kind of tricky thing for hear early on is realizing which of the two Runes she's doing, the point blank AOE or the doughnut. [NOTE: You may be having more trouble with the comparison here since you're trying to compare it to Innocence instead...]
Innocence and Zodiark are largely the "self preservation", as neither fight requires party coordination other than stacking for the laser in Innocence and stacking for the multi-hit lasers in ZodEx. I think Innocence also had a forced Tank swap mechanic. Basically, Ex1 and Innocence are the parity here, with Ex2 and Titania, not the other way around. Talking in terms of mechanics, not necessarily difficulty. As I said in the OP, people in 6.0 frequently said HydEx was a Savage level fight, and honestly, I found Erik easier as long as you don't have THAT ONE party member that can't figure out Fourfold... <_< There's a lot less movement and tight specific actions in P1S than Ex2 I felt at the time, and still do.
I did also think it was neat that they made HydEx (goddess of order) a very structured fight and ZodEx (god of change) a more freeform one.
HadEx I do remember being intensely painful when it hit live. But it was MOSTLY more understandable outside of the add phase. Once people figured out the knockbak "take lethal damage" vs "be healed to full" business, it made a lot more sense and just relied on people not cleaving the Tanks while they were catching meteors (though I still wish the Healer in the cage could do SOMETHING other than go make a sandwich while waiting to be freed...). Ex3, on the other hand, to this day people still don't understand what's going on with the order and the music notes thing is totally random as far as I can tell and kind of hard to see since the trajectory angles can be weird on your screen.
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I'll defer to you on the Savages and Ultimates, though, for...obvious reasons.![]()



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