I mean, I’ll be the first to admit how much I hate those mask-headed little freaks in Strayborough Deadwalk, but I’d say ‘nerfing’ it is much too far. I mean, the encounter itself does fairly minimal damage output overall so it kind of already balances it out against the obnoxious mechanics lol.
All they need to do is make the enemy hit boxes less annoying so they aren’t yeeting themselves at the speed of light at you for breathing in their direction lol
I would love to see more complexity, more risk/reward and more random attacks, Sloughborough was a great example in how to mix it up a bit and learn and think on your feet. The game caters for so many and some of us want some harder dungeons through queuing for a hard mode and getting more rewards etc. I have liked the new encounters and hope to see more and more time taken to take something down.
That boss can absolutely go die in a fire but please don't change a thing SE because we'll learn it eventually. If this was an MSQ dungeon I'd agree with you. But we've wanted them to start branching out with the optional dungeons again and now they are.
After the healer role quests basically screaming "PUT ESUNA ON YOUR BAR" I can definitely get behind this small change.
This lol, after doing the role quests I thought to myself ‘surely they’re going to have more cleanse-able status effects in dungeons with how hard they pressed the point of using Esuna.
Then you get to level 100 and realize that no, the cleanse-able status effects most definitely are not in the room with us now lol
These bosses will be an absolute joke when people have better gear, they already die so quickly.
Please nerf/adjust one of the new Expert Dungeons (7.0 spoilers)
No
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Even though I've definitely been hit several times during the mascot boss, I have literally never had a party-wide wipe in that dungeon yet, even when running blind. Now Tender Valley, however, that thing wiped our party when running blind several times lol. But no, I think the difficulty is just right and I like seeing cool boss mechanics like having to watch the tea cups.
This.
The mechanics of the first are easily understood but with XIV's shitty server performance and thus hilariously imprecise positioning when moving in mind it's plain simply bad encounter design.
In WoW you could run 5 ingame cm in front of the critter and it would not be an issue until you actually touched it.
In XIV it grabs you even if you are several ingame meters away from it, if the server throws a hissy fit again.
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