I think the mechanics are fine. At least they arent like the Eden Raid mechanics where you literally need to know what the boss is gonna cast because it gives you no reaction time once the aoe shows on the field.
I think the mechanics are fine. At least they arent like the Eden Raid mechanics where you literally need to know what the boss is gonna cast because it gives you no reaction time once the aoe shows on the field.
I think it’s because people keep reading it and hitting the orange like button at the bottom right of it. Just a guess though. In all honesty a lot of people died in Aglaia when it launched. But people running it now have it memorized to the point they could beat it without looking. Farming for glam and upgrade materials.
If you put a group of noobs there it would be a massacre, but due to a shift in mechanics that punish you personally and not the entire raid they’d probably clear after an hour or two.
It’s not the hardest raid but it’s not the easiest either. Orbonne Monastery was an easy clear when people had it on farm mode too. Then everyone forgot. And then it got nerfed.
Would like HW difficulties and the likes to them, it is what made it all interesting... or like some of the SB ones..Math Boss was fun... and Thundergod as well... or the second Nier Raid?
The drop in difficulty for the mainstream stuff is starting to show it's ugly face... and it is making me fall asleep during the battles in the Aglaia.... as in bored to death.
I hope they focus up on this stuff, and make it more entertaining in the future.
the mechanics are too slow and way too easy
well you have troll posts like "the dead end is too difficult" so maybe the dev take these opinions and tune down the difficult again
pretty sad as i miss orbonne level difficulty for alliance raids
I know that a lot of people hate the idea of bosses being damage sponges, but...I do feel that the bosses in Aglaia kinda need to be. We outgeared them before the patch went live and they die extremely fast. The current HP levels are unacceptable and do very little to future proof these raids. We're about to have another CT on our hands.
I'm of the opinion that Agalaia is tuned "just right" currently, and the reason I say that is because, well... no matter how geared or skilled your group is, all the Nier raids are 40-50 minute slogs because the bosses just have too much health, and even after getting heavily nerfed, Thunder God Cid is still fully capable of causing vote abandons if you get too many people in there who are bad or not trying. And nobody wants to run into either of those situations while doing their daily roulette. It says a lot that if you get Tower at Paradigm's Breach as your roulette for the day, odds are good that you'll get your roulette bonus sooner if you drop group, take the 30 minute penalty, requeue while gear cheesing, get Circus Tower, and run Circus Tower, than if you just run Paradigm's Breach.
That's the exact situation that I bet Squeenix is trying to prevent with these new Alliance raids. Back before Ivalice was required for the ShB relics, you'd have people queuing for Orbonne for story purposes and sitting there forever, only for half the group to drop upon loading in because they were all expecting to slog through the first two bosses and associated trash fights over the course of 40 minutes or so, then wipe to Cid for another 20 and disband. New players could not finish the Ivalice questline because there were too few people willing to even attempt to run that instance to completion.
So I'm pretty sure they're just pre-nerfing things now. And quite frankly, I think that's a good thing, because the last thing I want when 6.5 drops and it takes 3 coins to buy one upgrade token, is for earning those coins to take 2+ hours each week the way it did in Stormblood and Shadowbringers.
I think this PARTICULAR point was them taking on feedback after the NeiR raids. One of the complaints about the NieR raids - exactly opposing yours here - was that the bosses were massive HP sponges so that doing any of the raids unless you had 24 people in Savage BiS gear took forever. Aglaia probably takes about 2/3rds the time of a comparable run of any of the NeiR raids if we use equivalent gear of characters at that time compared to characters in that same functional scaled up gear (e.g. comparing all Eden normal gear to all Pande normal gear or comparing all BiS then to all BiS now, etc) This is by design, I think, since people DID complain about that.
It is yet another case of "there are two groups of people that play, and each complains past each other about opposite things.
Note I'm making no judgement call about that, just drawing attention to the fact.
Again, I think this was partly in reaction to the NeiR raids where that wasn't always the case.[*]Mechanics come out extremely slowly and one at a time...
What? There are actually quite a few mechanics that will either one-shot or two-shot players if you eat them. That aside, and no, I'm not being a "blah blah try-hard savage!" here, non-Savage content generally doesn't - and generally SHOULDN'T - feature one-shot mechanics. I'm not sure why anyone would think that it SHOULD. Even Delubrium mechanics gave you two strikes. And normal DR could be considered "mid-core" 24-man content.[*]With the exception of certain one-shot mechanics like stuff that knocks you off the platform, almost all mechanics in the raid are very survivable if you fail them. Many can be ignored if you don't know how to resolve them as they don't do threatening damage.
Again, this isn't a savage raid. I'm trying to think of any 24 man group coordination mechanics from past raids. All I can think of other than "4 players in each Alliance stand on a platform" Atamos fights is maybe TG Cid from Orbonne? Again, this isn't Savage content and isn't trying to be.[*]There are almost no mechanics which require group coordination/performance, almost all are individual responsibility...
I DO think it would be cool to see Extreme/mid-core versions of 24 mans, something like Delubrium level of difficulty, but I'm not sure how many people would actually run that content nor what it would drop to make it worthwhile to people TO run, in order to justify the additional development resources.
EDIT:
I understand your concern, but I think you're thinking about this entirely wrong.
24 mans are NOT for Savage raiders to farm coins. If you're a Savage raider, you probably have better gear than the 24 mans when they come out and you can get the upgrade tokens without needing to go into the 24 mans.
The 24 mans are for casual players. People that might do an Extreme here or there and MAYBE clear the first boss or two of Savage, but probably not. These people run this content over and over. As a person who didn't get a Savage clear until 2 months ago (I've been playing since 2013 but just finally decided to try Savage when some friends convinced me P1S is comparable in difficulty to HydEx, which I was farming for weapons at the time, and that I should really try it), 24 mans were how I geared my alts. I've always been a healer main, so I'd get tome gear (when I first learned how that actually worked in...I'm gonna say SB - I was hypercasual in ARR and HW but also in the military so had far less time; I still was in SB, but was much more stable and not having to learn/qualify as much so had a bit more time, and by ShB I was transitioning out) for my healer, but then use 24 mans for farming my alt DPS/Tank sets and getting the upgrade item for my healer main gear.
That's what 24 mans are for. I ran the 24 mans weekly consistently for months, and generally enjoyed all of them.
The 24 mans are for casuals to gear and get a big group experience and the spectacle that brings, I think.
I mean, correct me if I'm wrong, as I've just started doing Savages, but P1S and P2S drop the upgrade items AND loot coffers that give ilevel gear equivalent to Augmented Radiant. If you've been running Savage weekly since January, I can't imagine you still have a lot of need of the coins or stuff. And hell, as a frequent hunt train participant, I'm also more than able to get a steady stream of upgrade mats from nuts/hunt currency. I'm mainly using the weekly 24 man to gear out my DPS alt, fill in my tank alt holes, and get some coins to save me from having to do QUITE as many hunt trains.
And a lot of casuals don't do hunt trains!
.
So I think you VASTLY overestimate how many people do these raids just 1-3 times.
And by the end of the expansion where we have to run raid 1, 2, and 3 once per week (that's around 3 hour of run time for NieR raids, and at about 30 mins for Aglaia, would be an hour and a half to two hours for all three of these), there's a point where being able to clear them relatively quickly isn't a downside, even for Savage raiders looking for a few more tokens come 5.5.
Again, correct me if I'm wrong, but I know from experience casuals run these once a week religiously for their duration. It's the Savage raiders that only run them a handful of times each patch for tokens then stop until two patches later. So given that, who should they be tuned to? Orbonne wasn't so bad until the Savage raiders completed gearing up and stopped running it, then it was murder because there were few people running it that could carry/drag their casual minions through to the loot boxes at the end.
Last edited by Renathras; 06-16-2022 at 04:27 PM. Reason: marked with EDIT
The only thing I would like to be changed is the 1st boss when he places the hammer on ground and have to figure out the safe spot.
It takes forever to trigger that attack compared to his other moves
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