Including spoiling newbies on mechanics and kicking them.
And it has only been a few hours.
Interestingly, I didn't see this in Baelsar's Wall.
Putting Sohm Al (Hard) in the relic quest may have been a terrible decision.
Including spoiling newbies on mechanics and kicking them.
And it has only been a few hours.
Interestingly, I didn't see this in Baelsar's Wall.
Putting Sohm Al (Hard) in the relic quest may have been a terrible decision.
Speed ran Baelsar's Wall as MCH, my mate a WHM and with 2 Japanese players. No communication. All 4 got achievement at end.
Did Sohm Al with some FC friends immediately for the Anima. Big Pulls all the way through.
Only part I had any trouble with (As a Tank) was the penultimate pull. Too many large-size mobs, difficult to control. Gonna take that one slow in the future.
I already guessed that by the time I get home from work the PF will be full of Zurvan EX parties that demand you see a video and have been past blah blah phase and three wipe disband. So this is no surprise to me.
I need someone to explain the fun of speed running everything the game has to offer to me. I legit don't understand.
My very first run of Sohm Al today was with 3 others in cross-world PF, and we decided to just big pull everything we could right off the bat. Complete blind run for all of us, and we made it through with no hiccups. The 2 big toads before the first boss were annoying because they collided with other mobs and pushed them off the steam geysers, but that was it. Sohm Al HM was vertainly designed to be sped run. Baelsar's Wall feel like a 4 man version of Praet with it's pacing
They roll out dungeons to be accessible to anyone and everyone and many many players are vastly overgeared for their difficulty. This leads to two options for those of us with stronger gear... you can take it slow and never have even the slightest hiccup to engage you or you could speed run it and rarely have something mildly exciting occur. The added benefit of the latter is that you can squeeze more duties into the time you have to play if they don't take as long. The only detractor is that the party might wipe at which point there is 0 penalty other than going back to the start and having to teleport to where you just were and try again. A wipe can make a dungeon longer than it would have been if it was speed run but usually still not longer than a 1 pack at a time method.
TL;DR: Lots of people outgear dungeons at release, there's benefits to be gained from a speed run and practically 0 detractors.
There is no reason to not speedrun it. It's dead easy on day 1.
It's not a speedrun anymore. It's just how you do things. Sohm Al (hard) is very deliberately designed for you to be pulling to the wall every time. SE is not dumb. They know how people play dungeons now, and they design around it. So if you're not doing that, you're just bad. It's not elitism, it's literally you not playing the game as effectively as you're expected to.
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