Really says a lot about this game current community.
Really says a lot about this game current community.






Last-second AOEs for the Coincounter would be great. While I understand how to dodge the attacks, it's still not clear exactly how much ground they cover and how far you need to run to be sure you're safe.
They're a learning tool. Instead of having no idea what hit you or where you needed to go to dodge it, you see the ground marker and understand what it was, and can start to connect that with the attack names.
If I'm reading this correctly, the ARR NG+ is going to be pushed back to the next patch or so. Bit bummed about that as I did actually want to give the story a try, but I've waited this long...what's a bit longer? :P
Personally I'd like to see more bosses that require you to look at what they're doing to figure out what ability they're using. It's an important tool that helps immensely in tougher fights - and allowing more players to get used to such mechanics will allow them to be used more often in future content.
The Aurum Vale has legitimately been one of my favourite dungeons since the days of ARR. It's a real shame that it has been slowly gutted over time.
I know this is a minor thing, but I’m really glad I get to increase the mouse cursor size. I lose it sometimes during big fights in dungeons and raids with all the effects going on.


You're not alone. That was probably the unknown thing in the patch notes that made me the happiest.
I thought I was the only one!! Happens A.L.L. the time.
Do we have to manually increase the cursor size or is it automatic?
It's not even a story dungeon, it's completely optional. Thank God no one got hit by untelegraphed attacks ever again after this hard knock lesson in AV, right? That's all about to change now these new players can actually see what killed them.They can in 99% of content to gauge attacks they're not familiar with. If you're running Savage/Ultimate then researching the fights ahead of time is a given. We're talking about a level 40 something story dungeon. Coincounter isn't needed to prepare anyone for anything.
It's a dumb cheeseball mechanic designed to completely blindside new players, and that's it.
This change wasn't sorely needed IMO but the amount of pearl clutching over this is so over the top.



I wonder if the praise for AV in of itself is a bit hyperbolic in response to criticism. Even when played well by people who understand it, is it that great? There's a lot I don't like about it. It's entirely subjective but it's aesthetically displeasing and dull, and the few seconds of music is ehhhh. The "right" thing to do for the first room is basically to hug the left side and ignore as many of the enemies as possible... The ones you fight include ranged enemies where the corner leading up to it is irritatingly rounded meaning LOSing them is clumsy, often meaning it's batter to just run backwards as the tank or press into the boss room with them. It's more of a nuisance than anything fun.
Then you get to the boss... I hate basically anything that involves clicking and channeling something in battle. It's clumsy. To its credit, I appreciate the little design decision of being able to choose between killing the morbol pods, or letting them bloom for more XP. It means that the rest of the dungeon is okayish (love the Coincounter honestly). All in all not the worst dungeon (hi Copperbell), but far from being a good dungeon.
Even compared to ARR standards, there's way better dungeons like Wanderer's Palace or Stone Vigil, the latter which IMO is a better dungeon at offering choice, having a good aesthetic, and teaching new players.
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