Good luck to both of you. ^^
I'd not object to nerfs, if players were given an option of doing the nerfed or pre-nerfed versions. Just because I can farm FCOB and SCOB, doesn't mean I want it to be made trivial like they did with T6 & T7, and then be forced to play the trivial version or not play at all. I understand and accept that some players need these types of nerfs to experience this portion of an MMO, but just because those people are currently "suffering", doesn't mean that those of us that actually like harder content, should then be denied it to appease the ones that lack a static. But alas, it appears that we'll have to wait for 3.0 before we're given an optional hard mode vs an optional easy mode.
They could just do an FCOB Savage mode.
Then everyone would be happy.
Except not because people gotta complain about everything. Muh difficulty.
They haven't nerfed T9 yet aside from the presence of echo, not sure why people think T13 mechanics would get nerfed.
I LIKE the fence. I get 2 groups to laugh at then.
People have always loved baseless speculation. At least I didn't see a post where someone argued that t13 was "undoubtedly get mechanic nerfs" like I have in some other posts (unless they did, I only skimmed the thread lol).
Based on previous nerfs the only arguable nerf I could imagine to t13 would probably be add health (like snakes and conflags in t5). But even then without echo in our current gear the adds melt so it's not horribly likely. And I don't recall golem/dragon health nerfs in t9.
Just went into all turns, can confirm all of this. Silly filthy casuals ruining my game go back to hello kitty onlineConfirmed NERFS: no vulnerability debuffs in t10.
T11: only one pair of tethers, not two. Forked lightning no longer paralyzed. Nerve Gas/Nerve Cloud damage reduced..
T12: black fire only damages one player now, no more pulses. Brand damage reduced. Fountain mechanic now optional since it doesn't do much to phoenix. Bennu HP/damage reduced.
T13: mega flare outgoing damage reduced. Not stacking for rings or stacking without a ring leaves character with one HP instead of dead. Flatten damage reduced. Rage of Bahamut now allows for 3 orbs. All adds hit for less, Pain and Storm HP reduced. Evil Eye cast time doubled. Tempest Wing damage reduced. Ahk Morn is only one hit, then two, then three, instead of starting at 2. Initial hit damage reduced.
All turns get 10% echo.
People aren't only concerned about the final turn of the cycle. The primary complain is t6 and t7 after all. Lots of people didn't like that they never got a chance to do the legit fight, and players who preferred it can never ever do it again. That bothers a lot of people.
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