I literally told my friend on my first run through at that point that it was Sohm Al Hard with colorful lava
Tbh, the only gripe i have is the last 3 big water mobs pull before Nixie. Like you could have pulled it alongside the 2 previous groups, but the fountain is only activated after defeating those 2 groups.
I understand that the fountain teaches you that you use it as a spring platform for the upcoming Nixie boss, but that group seems really out of place.
Also Trusts AI could definitely use some improvement, so they actually use the fountains to go up the platform with the adds and not just stand there until we're all dead.
Sometimes rumors are just... rumors.
If you like difficulty, go play any of the other multitude of dungeons available and leave the MSQ stuff to the non-leetsMatoya’s Relict is the 7th 80s Dungeon in Shadowbringers thus far and is 1/2 “Expert” Dungeons available for Roulette. It’s also not very good disregarding the music and visuals.
Trash 1 & Boss 1:
Same old Same Old, Ziggy’s Son makes a appearance but has no real detrimental mechs so it’s just a bigger Trash mob
The boss is incredibly underwhelming, it could’ve been interesting but the mechs aren’t that hazardous standard stack standard quake Aoe and it’s dead.
Trash 2 & Boss 2:
I feel this dungeon would’ve greatly benefited if this trash mobs weren’t gated so much, Same thing nothing special or interesting
Abit more interesting than Mudman, look at walls don’t fall off the sides with the water pumps and kill the adds. Least it’s pretty
Trash 3 & Boss 3:
A tiny glint of hazards appears twice...then back to sleep with adds and a solo mob. I like solo mobs...I like them even more if they have some mech behind them like the Qitana Ravel or Ghimlyt.
Porxie fight is as good as this place gets. DPS check is a joke, the Snort mechanic is fun and the rest is routine stuff. Knock back Aoe markers ,that happens every fight on this place, and end scene
In conclusion Matoya’s Relict is rather bland. This is a 80s dungeon I think we can handle a little bit of a curve ball or more difficult trash. A step down from Gauntlet but not the worst 80s dungeon debatably no dungeon is bad in Ff14 but rarely do any escape the bland as bread routine we’ve been doing for 3 expansions straight![]()
"Fanboy is gaming jargon used to describe an individual that has gone beyond the point of being a PC or console game fan and, during online chats or discussions, shifts to defend the program at all costs, unable to take any criticism or acknowledge any shortcomings of the game or gaming console."
It was easy but I enjoyed it. I kinda liked the mechanics in the Nixie and Mother Porxie that were a bit unique.
I also like how the dungeon just looks and sounds, especially the "fantasia" area.
At least it doesn't have a "go to sleep" part like Anaminesis Anyder.
Its kinda sad to have to say that, but yes....
I do find the dungeon is ok, just that part before the water boss where we get locked in with 3 mobs are super annoying - add 3x as much mobs if you want to slow us down, but not such ridiculus walls...
Still... I'll always miss the other dungeon, the offstory one, the hard modes we couldve get...*sight*
The fact that every dungeon now is a MSQ dungeon kinda sucks..
I really do not like this dungeon. While it just feels needlessly long and gimmicky, my biggest gripes are the random three pack of mobs that you can't pull with the group prior. Like Flay_wind mentioned, it just feels out of place. The other is Barbeque being a one-shot mechanic. Having zero way to recover is just dumb, especially due to certain comps making it likely to cause guaranteed wipes if the healer keeps dying. Warrior and Paladin can effectively be healers but if you're running Dark Knight and two melee. Whelp, sucks to be you if you have a healer who struggles not getting pushed into the death zone they can't walk out of once pushed back enough.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I actually had a mutual on Twitter start complaining about that mechanic and how they wiped twice from it their first run and I was slightly confused why someone they were playing with didn't tell them to go on the cloud or saw people fooling with it. Turns out the Trust AI doesn't bother to do it. Considering they do stuff like the bridge walk with the frog boss, they really should fix that.
No, it doesn't need "fixing".I actually had a mutual on Twitter start complaining about that mechanic and how they wiped twice from it their first run and I was slightly confused why someone they were playing with didn't tell them to go on the cloud or saw people fooling with it. Turns out the Trust AI doesn't bother to do it. Considering they do stuff like the bridge walk with the frog boss, they really should fix that.
It's one rare chance to actually have to think and solve a puzzle in a dungeon fight, and get the "a-ha" moment of figuring it out.
Trusts do the tightrope walk without prompting because it's obvious.
(In any case, apparently Raha will solve it at the last minute if you haven't yet - not quickly enough to prevent a wipe but should clue in a player if they're stuck.)
I didn't actually do Trust in it myself. I know my thought process would be "nothing is going on, do I get hit?" then I'd see the adds so I would figure to get closer. But I know everyone who plays this game doesn't learn in the same way. Just find it weird they have them do the bridge walk (which you can completely mess up and let them dps) but not at least this.No, it doesn't need "fixing".
It's one rare chance to actually have to think and solve a puzzle in a dungeon fight, and get the "a-ha" moment of figuring it out.
Trusts do the tightrope walk without prompting because it's obvious.
(In any case, apparently Raha will solve it at the last minute if you haven't yet - not quickly enough to prevent a wipe but should clue in a player if they're stuck.)
I love speed running but I also love fun puzzles in fights. My last run was with a over powered group of people. I pulled wall to wall and we burned them down quick. I felt like the adds where just there to fill space. I hope the next dungeon can be more creative. Add more dangerous traps to avoid or that can be used to creatively dispose of adds. Maybe just make the dungeon a boss rush. It ok to create short dungeons as long as they have uniqueness to them. I’d rather have more short dungeons that have uniqueness in them than 1 long dungeon that is stretched out with adds in between just to fill time.
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