Yes, it is. I think I got hit once or twice in my first time running it 1h after release and I'm not even good at the game. We almost wiped in the last boss, but 5 people surviving was enough to recover it.
Yes, it is. I think I got hit once or twice in my first time running it 1h after release and I'm not even good at the game. We almost wiped in the last boss, but 5 people surviving was enough to recover it.
None of them were actually that hard, but they weren't as well telegraphed and they had "party responsibility" mechanics that they now restrict to high-end content (or so it seems).The point is, they still do most of the mechanics they always did, provided the mechanic is personal responsibility. It's just most of those mechanics are extremely well telegraphed compared to the past with extremely clear indicators about where they will move, what they will do, where it will cleave and in what order, making them extremely intuitive.
- Ozma broke up alliance raids because it involved a "placement" mechanic (where the strat was back and left), where poor placement could wipe the party. SE no longer seems to do permanent placement mechanics that can affect the party in casual content.
- Ozma would also probably telegraph the tank cleave better that people would get hit by, as well as all of Ozma's different forms and where it was going to cleave far in advance with orange aoes. I think most of it is just better telegraphing and that most of the mechanics from Ozma do still get used, such as Acceleration Bomb in the form of fire, or strange arenas such as Byregot or the arena that transformed into a T shape in this raid.
- Thunder God was similarly a fight where it did not actually tell you what it was going to do (ie. donut, out) and you had to just guess based on the animation (I actually guessed correctly on the first run). They would probably make this more obvious ahead of time now with specific cast names.
- Thunder God also had mechanics where other party members could wipe the raid from incorrect action or inaction, such as passing tethers along (they most likely won't do that in casual content anymore), or a body check in each column that wipes the raid if enough aren't in it (which they might also be saving for high-end content now or making only a few people need to do it like Golbez normal).
- Construct 7, sure sometimes lots of people would die to it, but I never really found it very hard. I think now that they would do a rotate indicator on it and really overtelegraph it so that it's really intuitive though.
- I don't know how they would handle a modern math mechanic, but I don't believe the mechanic was very intuitive, because even if you can do maths it's not entirely clear how to actually solve the mechanic at first ie. that your health is part of the mechanic and that you are always adding to it, even when it's casting "Subtract" or "Divide". I can't imagine a modern version of this mechanic to be honest, which is probably why we don't see it.
A lot of mechanics in past savages were similar, actually, where the very same mechanic was actually in the normal mode, but because you could see the orange indicator it was a million times easier and simply removing that indicator caused a lot of wipes. If the current alliance raids are easier it is probably mostly because of the better telegraphing.
Ahhh, thank you for the insight! That word you used "party responsibility" It hits so many checks from what I was feeling in those fights. I just didn't know how to best describe the feeling. Those fights were so much fun for me week one. To me, the alliance raids always felt like a puzzle we all had to come together and solve.
use critical thinking here, while HARD normal content can evoke a laugh or 2, when farmed on repeat whatever reason, this just makes the experience frustrating. so they need to be easier to do and figure out... or else wede also have complains on that front. we may not like how things are.. but if they were different id wager wede like that even lessIm just curious if its just me feeling this. But do the alliance raids feel a lil too easy this expansion? I recall Ozma, Thunder God and even Construct 7 breaking up alliances back then but boi did it feel rewarding when we all cleared it. I'm honestly not sure if we just become that good at the game or if they really are that easy?
Way to easy.. went in blind.. died 0 times.. even survived a tank buster with 5 vulnerable stacks while learning mechs on final boss only using 2 cooldowns.. HoC and Nebula. Was low on hp but still not dead..
Hard disagree there. The only reason I think people are so bad is due to how easy the game is. You have no reason to want to get better since you can still clear so easily.use critical thinking here, while HARD normal content can evoke a laugh or 2, when farmed on repeat whatever reason, this just makes the experience frustrating. so they need to be easier to do and figure out... or else wede also have complains on that front. we may not like how things are.. but if they were different id wager wede like that even less
In my opinion, every boss in the game should have an enrage timer. Doesn't have to be high DPS checks but at least make it so people have to actually learn a rotation or heck even just learning your ABC (always be casting).
Alliance raids I always saw as an awesome way to teach new players mechanics. If you don't know it and you die, there's 23 other people there who can pick you up/pick up the slack. But instead we get this boring difficulty.
In my opinion every mechanic should be a one shot if you dont solve it immediately. Weed out the weak or whatever they sayHard disagree there. The only reason I think people are so bad is due to how easy the game is. You have no reason to want to get better since you can still clear so easily.
In my opinion, every boss in the game should have an enrage timer. Doesn't have to be high DPS checks but at least make it so people have to actually learn a rotation or heck even just learning your ABC (always be casting).
Alliance raids I always saw as an awesome way to teach new players mechanics. If you don't know it and you die, there's 23 other people there who can pick you up/pick up the slack. But instead we get this boring difficulty.
content like that should be participated in, not forced upon every single player. to get better or not should be a choice, not a requirment, and if a player wants to clear the more desirable content,. ex/unreal/.savage/ultimate./varient they WILL get better at the game. but alliance raids are nOT the place to impose those incentives.. the hardcore playerbase ruined wow. and i think it would'nt be benefitial to tailor even the most standard of content to them. they have there spaces, let them go there.Hard disagree there. The only reason I think people are so bad is due to how easy the game is. You have no reason to want to get better since you can still clear so easily.
In my opinion, every boss in the game should have an enrage timer. Doesn't have to be high DPS checks but at least make it so people have to actually learn a rotation or heck even just learning your ABC (always be casting).
Alliance raids I always saw as an awesome way to teach new players mechanics. If you don't know it and you die, there's 23 other people there who can pick you up/pick up the slack. But instead we get this boring difficulty.
again with the critical thinking. youre asking for body checks on a 24 man alliance.. do you want to time out the instance on a daily basis? nobody would even run it anymore
My first blind run, we didnt wipe but many people died me included. I think the difficulty of these are fine.
Alliance raids are optional content. No one has to do it.content like that should be participated in, not forced upon every single player. to get better or not should be a choice, not a requirment, and if a player wants to clear the more desirable content,. ex/unreal/.savage/ultimate./varient they WILL get better at the game. but alliance raids are nOT the place to impose those incentives.. the hardcore playerbase ruined wow. and i think it would'nt be benefitial to tailor even the most standard of content to them. they have there spaces, let them go there
And where did I say it should be hardcore? Asking for it to be a bit more difficult doesn't mean the opposite extreme. The point here is this alliance raid set is stupid easy. Previous Alliance raids were already harder.
The progression in this game seems to be going backwards. Instead of content getting harder as you LVL, it gets easier.
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