This game just needs more vul stacks. The first time you get hit by tons swing, ok not your fault. The second? Should be death, it shouldn't be something you just heal off.
This game just needs more vul stacks. The first time you get hit by tons swing, ok not your fault. The second? Should be death, it shouldn't be something you just heal off.
Cutters Cry in general is sort of the first dungeon in the game to really test you, at least as a healer in my experience. The boss fights are challenging for that level, there are adds that need to be burned down immediately and debuffs that need to be cleansed right away. There’s even a mechanic that makes you blow up if you’re not careful.The Chimera could also benefit from last-second markers, but it's less critical because there are less patterns to memorise. It's simply one prompt for "in" and another for "out".
The game could probably do a better job of pointing out the enemy cast bar in the first place.
Doing CC almost made me quit my healer multiple times.
Aurum Vale wouldve been more fun if they telegraph them once and then its up to players to pay attention, alas even hard dungeons never remain hard. is 5.4 gonna remove the poison floors too? Aurum Vale is already harder than most of the 80s dungeons not confident Heros gauntlet will change the pattern
I think I agree with the sentiment that the cyclops just needed a "warning shot" mechanic of some kind so you can learn what the swing does, rather than giving him indicators.
I like to meme aurum vale a lot when I get it, but it's an important tutorial dungeon not unlike cutter's cry in how it forces you to pay attention to a lot of things. It prepares you for harder content down the line because you get a bit of practice with mechanics you hadn't seen before, or saw in only limited capacity.
I don't really think it should be hard for the sake of hard; in fact, I think Aurum is a really easy dungeon once you've got the hang of it. The challenge presented here had a very real point, and while the swing being a one-hit KO from the get-go might've been a bit of a misstep, it's still preferable to this change, I think.


I agree with you. Teaching players to pay attention to what an enemy is doing because not all attacks have markers is a good thing. Normal Hades have quite a few of those for example.I think I agree with the sentiment that the cyclops just needed a "warning shot" mechanic of some kind so you can learn what the swing does, rather than giving him indicators.
I like to meme aurum vale a lot when I get it, but it's an important tutorial dungeon not unlike cutter's cry in how it forces you to pay attention to a lot of things. It prepares you for harder content down the line because you get a bit of practice with mechanics you hadn't seen before, or saw in only limited capacity.
I don't really think it should be hard for the sake of hard; in fact, I think Aurum is a really easy dungeon once you've got the hang of it. The challenge presented here had a very real point, and while the swing being a one-hit KO from the get-go might've been a bit of a misstep, it's still preferable to this change, I think.
Anyway, if this is one of those AoE markers that when it appears is already too late it's going to be ok.
I'm hoping they just changed it to be like the AoEs used by the Cyclops boss in Akademia Aynder where the indicator appears so late on the cast bar that you aren't going to have time to move out unless you were already moving before you saw it.
It teaches people that they can't rely entirely on the indicators and to pay attention to animations and spell names on top of that.
I don't see why people are complaining about cyclops telegraph. It's old content. Bosses that usually don't have telegraphs are usually Extreme trials with exceptional few end-expansion bosses. "But it teaches the player to pay attention" - So does the telegraph. Casual content is meant to be brisk. Even if it's telegraphed it still teaches the player the name of the move, how big it is, what it's shaped like and how the animation looks. So when these players decide to tackle more extreme content they will have an idea of what to look out for when doing harder content.
If the player is never exposed to non-telegraph attacks then they will never learn to dodge non-telegraph attacks. They will automatically assume every attack in the game is telegraphed. Putting it in 'old content' is the best way to introduce these concepts to new players because new players don't tend to buy skip pots to 70.I don't see why people are complaining about cyclops telegraph. It's old content. Bosses that usually don't have telegraphs are usually Extreme trials with exceptional few end-expansion bosses. "But it teaches the player to pay attention" - So does the telegraph. Casual content is meant to be brisk. Even if it's telegraphed it still teaches the player the name of the move, how big it is, what it's shaped like and how the animation looks. So when these players decide to tackle more extreme content they will have an idea of what to look out for when doing harder content.
I can tell you for a fact that the game gradually getting more difficult and introducing new concepts at a steady rate helps me to improve as I'm organically learning how the intricate parts of it all work. Getting to see Cyclops early helped me to not get (completely) screwed over in, say, Dun Scaith, which relies on quite a number of non-telegraphed attacks, or a few of Alexander's raids.
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