Please name those obscure mechanics?No, exactly the opposite. Because, what used to be obscure mechanics reserved only for raids, are now seen everywhere. That's the point. My deaths in ShB dungeons far outnumber my deaths in any dungeon up to SB.
And again, I'm not saying it's a bad thing, it makes things more fun and interesting overall, especially with the experience of knowing or identifying where I first saw a variation of said mechanic, but to argue the difficulty spike from ARR to EW isn't massive, it doesn't make sense to me.
And to say that, seeing a cast bar, with some random title, with absolutely no telegraph until after the snapshot, gives you more time to react? Huh?
Sometimes rumors are just... rumors.


I explained the Berserker just a few posts ago.
Or perhaps the flames that need to be placed on the curtains and piano?
Or how about Matoya's Relict where you're not sure if the puddles will hurt you or you should stand on them?
The boss that turns you into a toad with an untelegraphed aoe?
Having to get hit by Death Ray or Apokalypsis before you understand what they actually do?
There's tons of examples.
Berserker drops 4 rock piles on players, then immediately after places 4 stack markers. Like the only logical thing would be stack with those rock piles, since you do not want to multi-stack and there's nothing else that could probably save you.I explained the Berserker just a few posts ago.
Or perhaps the flames that need to be placed on the curtains and piano?
Or how about Matoya's Relict where you're not sure if the puddles will hurt you or you should stand on them?
The boss that turns you into a toad with an untelegraphed aoe?
Having to get hit by Death Ray or Apokalypsis before you understand what they actually do?
There's tons of examples.
Mortal Flame in Lugus and puddles in Nixie are not explained well, i agree, but both boil down to experimenting with mechanics and trying to see what works and what not.
Boss turning into a specific direction and starting casting something likely means you need to move behind it, also being turned into toad does not directly kill you since it does no damage and you cans till move while transformed, and you can clearly see the shape of the attack, so you won't (ideally) get hit the next time.
Death Ray is that way by design. You're supposed to get hit by it, and move out of the beam, it's why it does continuous, but not immediately lethal damage.
And if you see boss charging a massive laser and see that there are small separate spaces on the sides of the area, those are probably the safe spots to stand.
Like all in all a lot of those require you to just pay attention and learn, like all encounters in the game, really.
Sometimes rumors are just... rumors.


Yes I understand, I know all of that now. My entire point is that, these mechanics are far less intuitive at first glance, than say an ARR or HW boss, which boil down to don't step on yellow stuff. Which makes them harder for first timers. And even in ARR/HW there were a few of these, but far less than in later expansions, that's why later expansions have harder mechanics. And even when you have "don't stand in the yellow stuff" now, it's not 1 or 2, they cover the whole arena with a small safe spot, or force you to run to the last one, then dodge into the first one, often while also dodging lines etc.Berserker drops 4 rock piles on players, then immediately after places 4 stack markers. Like the only logical thing would be stack with those rock piles, since you do not want to multi-stack and there's nothing else that could probably save you.
Mortal Flame in Lugus and puddles in Nixie are not explained well, i agree, but both boil down to experimenting with mechanics and trying to see what works and what not.
Boss turning into a specific direction and starting casting something likely means you need to move behind it, also being turned into toad does not directly kill you since it does no damage and you cans till move while transformed, and you can clearly see the shape of the attack, so you won't (ideally) get hit the next time.
Death Ray is that way by design. You're supposed to get hit by it, and move out of the beam, it's why it does continuous, but not immediately lethal damage.
And if you see boss charging a massive laser and see that there are small separate spaces on the sides of the area, those are probably the safe spots to stand.
Like all in all a lot of those require you to just pay attention and learn, like all encounters in the game, really.
Modern dungeons and trials and raids are much harder than their ARR/HW counterparts. They ask more of the player do keep an eye on and do.
My next isn't directed at you specifically, but in general however.
It's ironic to me how this whole thread asks others to understand the plight of healing being boring, and I do, I hope SE gives you all more stuff to optimise and do; yet the same people stick their heads in the sand, completely oblivious to the plight of new players and how overwhelming a lot of mechanics can be to them on the first or second try, and what a shock it can be moving from one expansion to the next. Or even to players who may just be slower on the uptake.



Tell me how you knew ram's voice was point blank aoe/dragon's was doughnut in cutter's cry, or the purple crystal damage reduction in dzemael darkhold or about the staff guy's staves in wanderer's palace hard, or pharos sirius or lost city of amdapor (hard)'s butterfly mechanics or tentacles in hullbreaker or first boss of tamtara hard's mechanics or final boss of haukke hard's dps control or aurum vale's untelegraphed attacks on coincounter or snowballs in snowcloak to name just a few.Yes I understand, I know all of that now. My entire point is that, these mechanics are far less intuitive at first glance, than say an ARR or HW boss, which boil down to don't step on yellow stuff. Which makes them harder for first timers. And even in ARR/HW there were a few of these, but far less than in later expansions, that's why later expansions have harder mechanics. And even when you have don't stand in the yellow stuff now, it's not 1 or 2, they cover the whole arena with a small safe spot, or force you to run to the last one, then dodge into the first one, often while also dodging lines etc.
Modern dungeons and trials and raids are much harder than their ARR/HW counterparts. They ask more of the player do keep an eye on and do.
My next isn't directed at you specifically, but in general however.
It's ironic to me how this whole thread asks others to understand the plight of healing being boring, and I do, I hope SE gives you all more stuff to optimise and do; yet the same people stick their heads in the sand, completely oblivious to the plight of new players and how overwhelming a lot of mechanics can be to them on the first or second try, and what a shock it can be moving from one expansion to the next. Or even to players who may just be slower on the uptake.


In some cases I figured it out, in others I had someone experienced tell me. Same as modern dungeons. And I did specify, there were a few mechanics that were obscure in ARR/HW, but not nearly as common as later expansions. And all those mechanics happen one at a time, they rarely overlapped.Tell me how you knew ram's voice was point blank aoe/dragon's was doughnut in cutter's cry, or the purple crystal damage reduction in dzemael darkhold or about the staff guy's staves in wanderer's palace hard, or pharos sirius or lost city of amdapor (hard)'s butterfly mechanics or tentacles in hullbreaker or first boss of tamtara hard's mechanics or final boss of haukke hard's dps control or aurum vale's untelegraphed attacks on coincounter or snowballs in snowcloak to name just a few.
Now, you're given one chance to learn the mechanic, if you missed it, the next mechanics will overlap and you're just expected to survive.
This is not an argument against more interesting filler dps butons/mechanics though. It's an argument against increasing the amount of healing to do.It's ironic to me how this whole thread asks others to understand the plight of healing being boring, and I do, I hope SE gives you all more stuff to optimise and do; yet the same people stick their heads in the sand, completely oblivious to the plight of new players and how overwhelming a lot of mechanics can be to them on the first or second try, and what a shock it can be moving from one expansion to the next. Or even to players who may just be slower on the uptake.


My argument is that it's entirely disingenuous to say that ShB and EW are somehow easier than ARR or HW. They're absolutely not.
As mentor? Yes, they are, No argument. As a tank i can compensate for a bad party more then any of those even as a Paladin ESPECIALLY in Endwalker. Competent healers can small pull without the need of a Tank. And as a monk i can defecto tank with a competent healer.
Also be serious, which expansions has had the most dungeon reworks? Trusts didnt dumb down dungeons they dumbed down the Dungeons so trusts could do them.


I think ARR and HW were way harder because rotations were harder, mechanics were brand new and the damage, heal and tanking checks were way harder. Even SB was harder than ShB and EW looks at the alliance raids, people still wipe to them after 7 years. I think ShB and EW aren't harder but they require way more movement and constant reacting which would make them nearly impossible with old style rotations and stats. The only healing check I can think of in EW is P10S besides that healing is pretty simple and even then after you get used to P10S its just CD you save.
I mean people still die in Hard mode dungeons from ARR and a lot of HW/SB dungeons were dumbed down for duty support. I think that the game has gotten easier it just throws more stuff at you way faster.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




