Quote Originally Posted by Fyrebrand View Post
I just got Thordan in trial roulette today, and we had a first-timer in the group. All I can think was "Oh no, this is going to be just like the forum guy said, isn't it. I hope the boss doesn't melt in two seconds and the newbie can enjoy the fight."

Well, of course Thordan melted faster than a snowball up Ifrit's backside. I actually tried to go a little easy on ol' Thordy, maybe wait a moment between Stone casts... maybe do a bit more healing to top people up... but there really wasn't much to do, and the newbie was also a healer, so... yeah.

At least we had that middle phase where all the Heavens Ward comes in and does their thing. That is somewhat scripted and cool, even if you kill the adds and meteor circles really fast.

By the time Thordan was back for his final phase, I think he lasted three seconds. He swung a sword once or twice, and was gone.

You need to fix this, CBU3. This is the supposed to be the climax of the story.
It's one of the few battles I was able to form a minilvl sync group for after clearing, because people was also curious. We had two Mentors who had no idea he could do a tower mechanic (neither did I), and some people were laughing because they never got to see him flail around. That said the battle was still insultingly easy and fast but it got some people to actually care about the mechanics and experience a less pathetic Thordan, and it was fun because it felt more in line with what happens afterwards: an old fool being terrified by the presence of the WoL because despite his transformation, and the power of other 12, he still died to a mortal eorzean.

The battle was fun. Again, I don't think SE needs to necessarily up the difficulty, the mechanics are there to enhance the encounter and make it more memorable. If you get hit it still hurts, if you mess up you still die, but it won't outright cause the encounter to fail, and are usually clear enough that even inexperienced groups should get them after a wipe or two. There are post patch dungeon bosses with more punishing mechanics and decent HP pools and people still clear them all the time. All of this is lost because things outright melt, and it also makes it feel like we have less active content than what we really do. I mean, you queue for a raid/trial, barely get to engage with the boss and play your class, and then you're back to either playing delivery boy for the Scions or afking in a sanctuary while the next Roulette pops, or in the case of a healer enter another instance where you most likely follow some guys around while having the excitement of reviving once in a while, if ever.