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  1. #1
    Player
    DamianFatale's Avatar
    Join Date
    May 2015
    Location
    Ishgard
    Posts
    3,089
    Character
    Arctura Fengari
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by NegativeS View Post
    1. It's the last dungeon in the MSQ. It should be more difficult than the rest.

    2. The hardest part about the dungeon was the mob pulls between bosses.

    3. Literally every mechanic in all three bosses was visual AOE indicators. You would have to be visually impaired to have any problem with them. Apologies if you are visually impaired.

    4. No boss in The Dead Ends uses an Exaflare.
    Wanted to upvote, but the insult to people that are visually impaired could have been left out. Ableism isn't kind.
    (1)

  2. #2
    Player
    Avidria's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    1,724
    Character
    Avi Taro
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by DamianFatale View Post
    Wanted to upvote, but the insult to people that are visually impaired could have been left out. Ableism isn't kind.
    I mean, he isn't wrong, and I don't necessarily see that comment as an insult, or at least probably (hopefully) not intended as one (against folks with vision issues anyway). I am visually impaired, and I do struggle to see certain mechanics in game. Certain fights are a nightmare because of it. The butterflies on the last boss of Dead Ends is actually one of the things I had issues with for a while, because they're all the same color and also the same color as the ground, but my friend pointed out that there are arrows on the ground under them that are a darker orange color, and now that I know they're there it's much easier for me to read the mechanic.

    I've been throwing my hat in for SE to make things less flashy and visually cluttered for years, but that's an issue with the game overall and not necessarily with the difficulty of this one particular dungeon.

    Edit to add that I think most of the indicators in this dungeon are actually fairly clear. The two that are less so are the butterflies, because color matching nightmare, and the wind that pushes aoe's on the first boss because it might not be clear at first what the wind is gonna push (since similar mechanics have also pushed the player in the past). The red aoes on the second boss can be tough to follow, but that's more a fault of the explosion effect blocking so much vision imo - if I was gonna want one change in this dungeon, it'd be to tone that down some, but otherwise I've been dealing with it by angling my camera down toward the ground to see the markers better. The only other changes I could even see them making that imo could make sense would be making those aoe's a little slower and a little less flashy, and possibly making it more obvious that the doom on the first boss is a doom (I'm a dps main and have a bad habit of tunneling so I actually didn't know it was a doom myself until somebody pointed it out). I don't really think it needs to change, but also wouldn't be opposed to small things like that.
    (0)
    Last edited by Avidria; 01-03-2022 at 08:33 AM.
    "Run when you have to, fight when you must, rest when you can." - Elyas Machera, The Wheel of Time