Quote Originally Posted by SpookyGhost View Post
Every time I DF'd it, which was every time. All I had to do was explain not to touch the bees. The only point where you couldn't zerg the Wall was in full AF1 w/ Ifrit weapon... maybe, but I only say that because I didn't try it at that point.

How 2 zerg: grab bees -> Sentinel + Rampart -> Stun one of the AOEs, Hallowed the other (avoids push/AOE, if Hallowed isn't up you can Tempered Will and manually avoid it) -> other CDs -> Hit the boss a lot.

Then again, I also explained how to avoid the AOEs before the pull so 9 times out of 10 no one fell off.

Anyway, nerfs are whatever. 4man dungeons are casual content for everyone, making them unnecessarily difficult is pointless. It's the same with raid content, which is why that's being addressed. Devs don't want to spend all that money on creating new assets for a dungeon that will only be passed by a select group of people. PS is a beautiful dungeon and I know a lot of people who couldn't even make it past the first boss before the nerf. There's a very specific reason why the hardest (challenging) content is a harder version of stuff with the same assets, only changing the mechanics (EX primals, Savage SCoB, and Savage Alexander).
I know how to zerg it and when it started to be easily doable. Read what you didn't quote u.u

And the issue here is that it wasn't hard. At all. SoF mechanics were as basic as they could be, same as the Demon Wall back in the day, Pharos, etc. But if people enjoy facerolling it ignoring everything, more power to them I guess.