The forums aren’t an airport — no departure announcements needed. We’ll file this under ‘things that didn’t need saying.’ Best wishes, though… said no one here.
The forums aren’t an airport — no departure announcements needed. We’ll file this under ‘things that didn’t need saying.’ Best wishes, though… said no one here.




Why would you make me remember this nightmare D:
But anyway yeah. Endwalker started off pretty strong with the Tower of Zot. The Magus Sisters were genuinely a good fight... and then, with the exception of Barbariccia, every single fight after them was just boring and often had me questioning bosses. The giant octopus and even Menphina would often aim their 180 cleave AoE away from the party/alliance, so you didn't even need to move. Also the looooooooooong cast times.
idunno i miss stormblood casual content. DT dungeons and raids are an improvement, but the Vana'diel raid is suffering the same issues I have with Myths :/
Last edited by Nestama; 08-12-2025 at 05:11 PM.


Instant death mechanics? Where? If you fail a mech you get a vuln stack. I've seen dps with like 5 stacks of vuln survive.It IS what they are doing now. Less time between animation telegraphs and damage. More damage in general. More memory/spatial visualization mechanics. More instant death mechanics.
I absolutely KNEW the change to Phoenix Down was a bad sign.
It tells me SE has no intention of investing the bare minimum in this sinking ship to add multiple difficulty modes to dungeons to appease challenge seekers without locking casuals out of the base quest.
It tells me they are going to continue to skimp and cut corners while pandering to the most vocal streamer minority with continued shoehorning of difficulty into MSQ content and say "but you can rez now," as if the ability to get scraped off the floor repeatedly makes people who don't like raiding feel any better about being humiliated just so they can play the base game quest.
As if the average casual player, even if they DO get carried through these base game dungeons, will EVER want to play them again.
It is a cop out to avoid spending money on the game, nothing more.

I am directly across the world from the server I play on and I've never had any issues with the specific "latency-dependent mechanic" you're referring to. Me and my fellow high pinged friends literally praised that mech when it came out for being more responsive than 99% of the AOEs in the game.Yuweyawata Field Station is a perfect example. It actually names abilities "Dark Souls" as an overt reference to the masochistic games by the same name, and throws in a literal finger mechanic as if to say clearly what they feel about the terrible server lag making this game no place for such latency-dependent mechanics.
In the past dungeons like The Dead Ends were story-rich, and had mechanics you had to learn but which were visually interesting and intuitive, unlike the progger 1-shot "boss is because boss" slop we are getting now.
Yuweyawata Field Station being your example for this post is super ironic considering the above as well as it being one of the most story-rich dungeons we've gotten post-DT. We literally go back in there after the dungeon for even more story.
I do agree that Square Enix needs to stop cutting costs, though. They're bleeding money and players because they refuse to feed their cash cow.

Sorry for double posting (mobile doesn't allow editsYuweyawata Field Station Boss 2: "Lost Hope"
Four random players need to rely on their ping and spatial relationship ability to line up the spinning hand in multiple directions to navigate through zig zag paths to the outside of the room or they are 1-shot.
Everyone I talk to hates the spinning hand mechanic, but they keep using it. Re: unimaginative + 1-shot.) but ngl I got good at the hand mechanic by farming the Fall Guys event. You know, casual content. It's a little finicky, but it's nowhere near as hard and punishing as you're making it out to be. Also, I don't think it relies on ping at all? Movement is all client-side iirc and the server usually has to catch up to the player. That's why others look further behind when running alongside/ahead of you, etc.
I don't know who you're talking to, but my friends across the casual to raider spectrum are pretty neutral about the silly spinning hand. The proximity damage falloff is insane, I'll admit, but as a tradeoff they give you a pretty long time to get there.
If you all can't handle this dungeon, the right game for you is hello kitty island adventure. It isn't hard, I could have beaten it at 8 years old with a wipe or two. Super Mario Bros might be too much for you if you can not complete this dungeon. Hell tic tac toe might be too hard for you. And no one should have to deal with this game becoming easier than tic tac toe for anymore.
Lol the dungeons are no where near the same level as Extreme, Savage or anything above. If anything id compare them to the difficulty of Pharos Sirius Hard or Steps of Faith (at a push) prior to it getting nerfed further down the line.
pfft 5 stacks = lightweights I can get more without trying :P
Ah yes, the good old "go away me no like you" sorry excuse of an argument. Never gets old, and now those filthy casuals surely know where their place is.If you all can't handle this dungeon, the right game for you is hello kitty island adventure. It isn't hard, I could have beaten it at 8 years old with a wipe or two. Super Mario Bros might be too much for you if you can not complete this dungeon. Hell tic tac toe might be too hard for you. And no one should have to deal with this game becoming easier than tic tac toe for anymore.
yet they are right, if something as easy as a dungeon is to hard for those people, then they should play something else. The game keeps getting easier and easier.
you people are cruel. people have been bringing up these issues for a while now and the only response you can ever give is, "well sorry you're too bad at the game you've played and paid for for years, you should unsub and go play something made for idiot babies with no motor skills."
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) but ngl I got good at the hand mechanic by farming the Fall Guys event. You know, casual content. It's a little finicky, but it's nowhere near as hard and punishing as you're making it out to be. Also, I don't think it relies on ping at all? Movement is all client-side iirc and the server usually has to catch up to the player. That's why others look further behind when running alongside/ahead of you, etc.



