Those comparisons are often flawed imo, because they look at these old raids in isolation or from the perspective of today's combat design, an environment they were never made for.
If we go purely by how "challenging" the fights are mechanically then yea, old fights are absolutely easier. Of course they were going to be easier when the environment around them has been simplified to the point of being irrelevant.
Rotations were more complicated and rotational mistakes more punishing, potencies were lower, combos only lasted 8 seconds instead of 30 and broke from ranged attacks, cast times were longer, movement tools less plentiful, tank mitigation wasn't unified and so less consistent, self/party-sustain among non-healers was generally lower and probably more that I forgot.
So modern fights need to have more difficult mechanics, since they're the only thing now occupying your mind.
Definitely depends on how quickly you learn the modern "dance" design, which is often the same 10 or so mechanics shuffled around, and which of those mechanics you find the easiest for you.
I'll take Light Rampant, Icelit Dragonsong, Grand Cross Omega, any of the M4S sabbaths or any of the P4S acts over Zodiark Ex. I just can not deal with calculating where the AoEs end up on that spinning platform.
Last edited by Absurdity; 05-12-2026 at 06:08 AM.

Last edited by Coolyy; 05-12-2026 at 07:24 AM.


Can't speak for Light Rampant, but I think part of why TOP's HW is 'easier' in some people's minds, is that you have to do every 'position' for it, so technically, you're learning one 'timeline' for the mechanic, and you happen to start at different points during that timeline. Whereas in the OG version, you could (as a DPS) have one of four different 'timelines' to follow, depending on which debuff you get
The rot spreading was a bit more annoying in HW2 as well, but maybe something to do with server responsiveness changed between then and TOP (or I'm just misremembering/was bad at the game back then)
Last edited by ForsakenRoe; 05-12-2026 at 09:35 AM.

Yes, exactly this. Obviously both are challenging versions of the mechanic, but one has to be easier and it's an actual debate.
Whereas when they eventually release the Arcadion Ultimate I'm really not expecting any of the M4S mechanics to be easier there. I'm honestly not even sure if M4S will have a phase since there will be so much content to cover in that Ultimate; though it obviously should be. Now that I think about it, I'm not even sure how I would design that Ultimate with a 20 minute time constraint.
Last edited by Coolyy; 05-12-2026 at 10:05 AM.


I was joking back when Cruiserweight was current, that there should be a phase in a hypothetical Ultimate where Howling Blade and Wicked Thunder fight together, with Howling Blade being the P2 mech mode and Wicked Thunder 'piloting the Gundam'. Or perhaps less 'Gundam' and moreso 'Gurren Lagaan', what with how Electrope Has Many Uses
#FFXIVHEALERSTRIKE
Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE

I'm actually so, so down for this but more in like a weird fusion sense since they are a couple. Your idea is great also and would work lol. I was talking about this exact concept with some friends earlier on in Dawntrail after the CW Tier. It would be the coolest Ultimate Phase ever besides like TOP P5 if they go either route here.
If I had to brainstorm an early draft the obvious stuff that needs to be included are: The entire Arcadion, M4S, M8S, M11S, M12S and Metem as the announcer. I also think they would need to retain that feeling of rising up the ranks as that was an the main identify of the Arcadion.
So considering that I would probably design something like:
P1: LHW Divison (Black Cat, Honey B Lovely, Brute Bomber). Ends at 3:00.
P2: CW Division (Dancing Green, Sugar Riot and Brute Abominator). Hector needs to return like in Savage for the meme. Ends at 6:00.
P3: Wicked Thunder and Howling Blade fusion or Wicked Thunder P1 and Howling Blade P1 simultaneously. I think their P2s should be exclusive to Savage since it's essentially their what-if scenario and we already went down that path. Ends at 10:00
P4: Heavyweight Divison (Vamp Fatale, Deep Blue and Red Hot) Ends at 12:00
P5: The Tyrant Ends at 15:00
P6: A quick Lindwurm P1 maybe? But this Phase is pretty awful so maybe just scrap it. Ends at 17:30
Cutscene that ends at 18:30
P7: A new Lindwurm phase where he consumes the powers of the entire Arcadion. Idyllic Dream makes a return but the Phase incorporates mechanics of every Arcadian fighter which was the original prediction for M12S P2. Maybe the Arcadian fighters regain consciousness at the end and try to help us for the Enrage to save the President. They can do a lot of stuff for the final Phase, but the ending definitely needs to be whimsical as that fits The Arcadion theming. Enrages at 22:00.
I would probably make this the hardest Ultimate besides maybe TOP simply because it would have to be. Not even from an elitist standpoint but because it's so complex and has a strong identity like Omega. It's also releasing in a much later era than we are in now, I'm assuming that we aren't getting an Arcadion Ultimate until around 10.x now that they've changed the formula with UMAD. We will naturally be much better gamers by 9.x or 10.x.
Listen I also have zero clue how Soken would compose this lol. This would probably be the worst Ultimate of all time reading it now, I really don't know. It's just probably the hardest Ultimate to make conceptually so far with the 18-22 minute time constraint since it has such a strong sense of identity. I can also see them centering it about the Miqo'fam dynamic which isn't a bad idea but I'd rather them not after seeing FRU focus so much on Ryne and Gaia over Eden and the Primals.
Last edited by Coolyy; 05-12-2026 at 03:15 PM.
Back then knowing when to use Awareness was one of the signs of a great tank. It's a huge prog difference to have a tank using Awareness after a Plummet in UCoB for example. Tank positioning in general feels like it's irrelevant now. Instead in DSR sometimes it feels like I made far more of a prog difference to use Heart of Corundum on a vuln well than actual tanking duties, as if I'm an "off-healer".
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