So...like everything? Especially if you're going in Blind for the 1st time?
Good, keep it that way. I want to be surprised, give me something easy, and then come out of left field with something new and harder then the rest. Keep - It - Interesting.




So...like everything? Especially if you're going in Blind for the 1st time?
Good, keep it that way. I want to be surprised, give me something easy, and then come out of left field with something new and harder then the rest. Keep - It - Interesting.





I died to the sword fire/ice the first few times I ran it, because the indicator over her head was always perfectly covered up by her pointless word bubble.
God, so much snark.
I'm glad you love a thing. It is not above critique. Get over it.


The whole raid felt pretty simple to me, the 1st miniboss side attacks are basically a hyer uber versiono of the Manticore in Castrum LL, the ice and fire mechanic felt absolutelys traightforward as well as the arrows, my first time i died there because i did not pay attention to the 1\2 fire or ice stack despite having a giant bar on top of my head. The ladder game also was a nice addition and helped me a lot on instantly recognizing the pattern without relying on the arrow direction that shows in Normal.
Did my group and myself die a lot in the 1st blind run? Yeah, took a hour+ to clear but it was a blast and didn't felt lamed\cheated from the mechanics, it is just heavy punishing between instant death attacks, death walls and twice comes ruin along with beefy bosses without proper essences (and most of people bring support actions and essences for their first run usually)





One of my big complaints with the Nier raids is that they recycle so many of the same mechanics without adding any extra spice. Repetition of the known is good and all, but you're so right that the new exciting mechanic can really take a fight from decent to amazing.


They absolutely loved using the same mid to sides attack and opposite, it was baffling lol
You're right, but it's the only way they can realistically create any sort of challenge. Dodging random aoe markers and doing mechanics you can figure out on the fly is too easy for any experienced player unless you make them require near-instant reaction time, which just becomes a nightmare for lag or slower players. Either that or they sensory overload you with so many mechanics at once you can't keep track of them all. Mechanics that are a sort of puzzle to figure out just work well for the current game design.
I can understand the frustration when you feel like you just don't get it but the rest of the group (who have a few runs under their belt) all seem to have it figured out. The forums or attitude ingame doesn't help either with the usual "I figured every mechanic instantly and never died once there, easiest raid ever". But in reality it's just how the content is, it works and you're not inept for not getting it. Lots of people die there. We have unlimited Raises for a reason in this game. To be honest, on my 3rd DR run I died so many times I told the healers not to waste mana on me anymore. But I went on to clear another 80 times or so easily, often topping damage. Just embrace it for what it is.
For me personally, I intuitively knew what was going to happen. Doesn't mean I done the mechanic right the first time, but I knew what to do. I think the difference here is down to experience. The setup is similar to older games where you have to 'sort' objects that fall down ropes or tubes where they always take the perpendicular path as they pass them. The same setup has also appeared in newer games as minigames or a puzzle to solve. So, if you have never seen this type of game before, you are essentially learning something new, if you have seen it, you are just going by past experience to help.Also, to the people who said 'I ran down the channels the first time on the maze attack' - I've seen like 5 other people do that now, so it's not uncommon. The setup for that attack may take a long time to develop, but it's definitely not clear that what you're looking for is "arrow/mouse in maze that you need to get hit by to save your life." Nothing about that sequence is logical - not the visual; not the getting hit by it. It's fun - it's a lot of fun. It's not obvious in the slightest.





I think the issue is that you're right, it's not really for casual players. This seems like it had potential to be that strong midcore content that many were asking for, so it could be more punishing. But they tied the casual endgame weapon, the resistance weapons, to going through it. So they dragged in people who otherwise wouldn't touch this content by waving something they wanted badly in their faces. And that's just unfair to the midcore people who could really sink their teeth into this content and be quite happy with it.
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