You get hit once and then you learn. Dungeon bosses don't OHKO if you fail mechanics.
generally AoEs on the ground are pretty generous and the only ones I can think of that go off near instantly are the ones where you need to watch a boss's movements
p12 and the wings for instance, or the third fight of the arcadion with the arms
some are also their cast bars, which you can resize to make it easier to see what the boss is doing
as was mentioned prior, it doesn't help if you don't know what the terms mean with larboard and starboard but you learn through experience
Funny story. In a trial and the healer marked themselves so that people would follow them. I already knew the fight so didn't feel the need to watch them but they consistently kept going into the AOEs instead. Back to OP's issue...
The game has transitioned fully to an action game where everything is about dodging and running all around, or watching for fast visual cues around the arena. I do feel that's the true difficulty for profiles like you, which comes more from the genre it's trying to be rather than actual difficulty metrics.understandably a lot of people what hard content , totally understand that , however as an older gamer i do need more that a nano-sec between seeing the boom red mark and having to move. i dont do anything like savage or extreme so i just mean regular stuff. to me its crazy that there is no delay for that stuff considering i aint gonna remember every damn dungeon bosses mechanics if i dont que for it for weeks at a time in roulettes. the savage and expert should be where that happens imho. sorry for the rant just had to let it out ty if you read it .
Seeing the replies I feel that people aren't even considering that this may not be about visual cues or tells but also about the pace of everything that has dramatically increased in DT's casual dungeons. The difficulty increase they talked about is essentially that, there is nothing else truly new to dungeons, so I do understand how some players can struggle with it no matter if they do understand how it works or not, but maybe I'm delusional idk.
It's irrelevant in light of making fun of when the game gets flowery, and how much it trips people to use unusual terms, though the "not your left, his left" thing is also fair, and it got someone I was in roulette with this past week, it was The Aitiascope, Amon cast Left Firaga Forte, first timer moves to the wrong side of the room... and eats the damage and dies, I couldn't resist and just typed "his left" in chat, to which the dead DPS responded with a singular "Oh" and that amused me to no end, poor guy also died to Curtain Call because he failed to understand the ice mechanic, and I took the time after to explain that it works in the same logic as in Syrcus Tower after the boss was dead, fun times.
It's not helpful most of the time - until you learn to associate an effect with the cast name. This is a fundamental part of how memory works for most people (but I accept occasionally people have disabilities that can affect things like this).
And if you DO just die due to not doing the dungeon much, guess what? The other players will probably help you through it or resurrect you. If you're the healer, it might be wise to play a tank if you're just gonna die to everything, because tanks can survive lots of things and get carried by the healer and get a rez, while a healer dying might potentially doom the pull depending on the other players/roles present.
I've actually been feeling this for a few expansions now and I'd like to give some examples. They started it in Shadowbringers with E4, which had such a dramatic pace that a lot of people were overwhelmed or didn't even want to try the savage version. The tempo only gets more intense as it gets on.
In Endwalker, they really tried to apply this tempo to certain dungeons such as Tower of Zot and The Dead Ends. And of course, observing ones surroundings only got more the case through these expansions, to the point just looking at the boss would not cut it anymore.
As people endlessly ask for "more difficulty in dungeons", they once again tried to push this fast tempo in Dawntrail dungeons. But is it truly faster than the prior examples I gave? I don't think so, because SE ultimately has about 3 seconds before each thing "resolves" in sequence, even if there's no cast.
It feels sort of intense but they still give you actual time. Even if I do the mechanic wrong, with my high ping I can still quickly move out of the red area before it disappears, despite it only appearing for 1 second near the end of the cast. And that's when I've done the mechanic wrong - as we've been saying, the red only appearing for 1 second means there was some other tell such as an animation, cast name or environmental clue.
You're not delusional. There's a reason there are no 60 year-old Formula 1 drivers. One can understand a mechanic and be looking for a boss tell or cast, but the process string of :register tell --> recall the response --> initiate the response through pressing buttons: simply takes longer the older you get. Stress further slows down response time.The game has transitioned fully to an action game where everything is about dodging and running all around, or watching for fast visual cues around the arena. I do feel that's the true difficulty for profiles like you, which comes more from the genre it's trying to be rather than actual difficulty metrics.
Seeing the replies I feel that people aren't even considering that this may not be about visual cues or tells but also about the pace of everything that has dramatically increased in DT's casual dungeons. The difficulty increase they talked about is essentially that, there is nothing else truly new to dungeons, so I do understand how some players can struggle with it no matter if they do understand how it works or not, but maybe I'm delusional idk.
It's honestly quite depressing, discovering (for example) you can't play arcade games from decades ago at anything like the level you used to. People on these forums who seem to drop by just to tell us to "git gud" might remember this when their reactions slow. And apologies to cross-thread, but it's also why "very easy" mode in some solo duties can be such a gut punch when the requirement for fast reactions makes them far from "very easy" for some older players.
The difference is you don't see arcade players demanding manifacturers make all their games slower.
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