Funnily enough, it had to do with overgearing it.
The way the first boss works is that he summons dogs at specific percentages of his HP, the gap between those spawn points gets shorter at lower HP levels for him.
And people don't like the concept of holding back on DPS. So you'd often get 2 extremely well geared DPS blasting the boss fast enough that you get overwhelmed by adds and the debuff they put out.
It was especially bad when one DPS thinks the other one can solo the adds and just kept blasting away, spawning more and more dogs, lol.
For Siren, people just couldn't figure out how not to get Charmed ...
I don't actually remember what they did change though, to make it so easy now. I was kinda sad when they did nerf it, as i really enjoyed it in its original form.
They might allow us to participate in other FCs explorations, which would let those without an Airship of their own do the content.Is it this one?
"We’re planning to introduce new content where you explore uncharted islands with your crafted airships. Multiple parties can explore the same island at the same time. The concept will be to defeat lots of strong monsters. Gathering nodes are also available on these islands, so once the island is secured by the battle team, gatherers will be able to gather items to take back.
We wanted to give an old MMO-like feel for this one, and for FFXIV it'll be fresh content that hasn't been seen before."
If it is.. I would've preferred to get the third dungeon as my FC still doesn't have house, and no access to airship crafting.
Last edited by Sylve; 08-22-2015 at 04:52 PM.




Some trash mobs have been removed from the dungeon. First boss was given more HP so that DPS couldn't spawn all the dogs in a short span of seconds. Zu adds I think dealt less damage and had their HP reduced (and I think they took the cockerels MP draining ability away... at least I think it drained MP) and Siren's Feral Lunge AoE's size was reduced, dealt less damage and... I think that's it, really. Dunno if they did anything to the zombies (probably reduced their HP and STR).
Pharos HM seems to have Kobolds involved in some way, so we'll most likely not have Siren as a boss again and chances are we won't get a third remix of the Pharos Sirius theme (assuming the siren was the one singing it).
Don't get me wrong. I would be happy to see a third Siren in the game.
Last edited by Nestama; 08-22-2015 at 06:22 PM.


People made it difficult by ignoring boss mechanics.
First boss spawned adds at fixed percentages of health. Kill adds and go back to boss, no problem... But most people insisted on just trying to burn boss.
Last boss was difficult because Siren wasn't silenced/stunned making it very hard on the healer for one specific move...
All in all, people found it hard because they wanted to burn everything instead of dealing with easy mechanics.
No, it was not just that.People made it difficult by ignoring boss mechanics.
First boss spawned adds at fixed percentages of health. Kill adds and go back to boss, no problem... But most people insisted on just trying to burn boss.
Last boss was difficult because Siren wasn't silenced/stunned making it very hard on the healer for one specific move...
All in all, people found it hard because they wanted to burn everything instead of dealing with easy mechanics.
All four bosses used the "adds spawn at X% HP" mechanic, but because most players were in i70 to i90 gear and PS and it was tuned for i60 problems started occurring in the bosses timings.
It was fairly easy to unintentionally burn the 1st boss to the second add wave trigger when the first set of dogs were spawning. This would not have been so bad if the debuff the dogs and the boss' AoEs applied wasn't a near instant kill explosion when you got to many stacks.
Zu (2nd Boss) gained enrage stacks for each egg broken and lost them over time. Because the eggs started hatching based on the boss' hp% but the enrage stacks fell off based on time a group, doing the mechanics properly (kill only the hatching eggs) would cause an enrage if your dps was to good.
Siren herself was basically a semi-HM Primal fight. One of her adds would chase and gaol the tank/healer if it caught them, every so often she would do a wide charge through the center or a room wide aoe that require being in the center to dodge (and it was random if she would charge or aoe each time), did a the healing down debuff was every 30 seconds on a fairly short cast and she was the first appearance of a "heal to full to remove" debuff in game. If you did to much damage to fast you could end up having the adds spawn when the tank/healer needed to do something.
All of that combined made for a dungeon that was not worth the rewards it gave.
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