I just ran through it as WHM. It's easy as hell now. I would love to have tried it on release, it sounds more fun.But I do.
And I know that they had not only to nerf it but change expert roulette in a way that you have to unlock all dungeons in order to run the roulette. People left all the time when it popped up in roulette. Pharos Sirius had a huge impact on all future dungeons they released and is the main cause they are so dull now.
I miss it.
It has gradually got easier because of potency increases and everything. But make no mistake, if you get a low damage party, it can still wreck you. It is only easy because of killing it before it kills the party.
In the first boss, if you don't kill the adds, they quickly overwhelm you and the party and the health of the party melts to the point of wiping. However, because of the battle system changes over time, you can just about kill it before it manages to wipe even if the adds are ignored. This is still a risk though, especially if the healer doesn't do something like regular shield casts.
In the second boss, it chases the tank with very large aoes. If you don't kill the correct eggs, it can result in a huge amount of vulns being applied to the party, and the raid-wide damage can then just wipe the party, especially if the healer doesn't manage to keep up. But again, we now have enough damage that even the worst parties usually get through it. But you may still run into a party that wipes to it.
The last one, for as easy as it might seem, if you don't kill the adds, they can cling to your leg and stun you. The party can thus become sitting ducks to the mechanics. But the boss is also easy to melt down with DPS and always has been for as long as I've done it. For safety though, should consider killing those adds.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
All of this happened. No wipes. Most fun I've had in a while. I'd ask for more of this but we all know that's as likely as Nintendo remaking Mother 3.It has gradually got easier because of potency increases and everything. But make no mistake, if you get a low damage party, it can still wreck you. It is only easy because of killing it before it kills the party.
In the first boss, if you don't kill the adds, they quickly overwhelm you and the party and the health of the party melts to the point of wiping. However, because of the battle system changes over time, you can just about kill it before it manages to wipe even if the adds are ignored. This is still a risk though, especially if the healer doesn't do something like regular shield casts.
In the second boss, it chases the tank with very large aoes. If you don't kill the correct eggs, it can result in a huge amount of vulns being applied to the party, and the raid-wide damage can then just wipe the party, especially if the healer doesn't manage to keep up. But again, we now have enough damage that even the worst parties usually get through it. But you may still run into a party that wipes to it.
The last one, for as easy as it might seem, if you don't kill the adds, they can cling to your leg and stun you. The party can thus become sitting ducks to the mechanics. But the boss is also easy to melt down with DPS and always has been for as long as I've done it. For safety though, should consider killing those adds.
There were a few other ARR dungeons that got nerfs as well shortly after their release. The one with the demon wall comes to mind where it originally spawned bees during the fight.
I think Coincounter in aurum vale now has AoE markers on it's attacks when it didn't before, which meant you had to pay attention to the skill names that appeared on it's "cast bar" to know where to move.
Raising the skill floor honestly has been something the game has needed for years. Instead they've done the opposite while hiding behind the word "accessibility". It should have been setup as a gradual incline to make potential transitions into upper tier endgame content smoother for the general player base which is something most games do. Instead of the approach we have currently where going from MSQ into EX/Savage is about like telling a kid to ride a motorcycle when they've never even rode a bicycle without training wheels installed. This scaling difficulty or skill floor can easily be achieved without most players even noticing it. Scaling or raising the skill floor does not require hard skill checks like the early bosses in Armored Core 6. However that title is still going very strong despite it's design filtering it's player base.
Last edited by RitsukoSonoda; 09-18-2023 at 09:20 AM.
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