Random note but I can't wait until lock out ends on these raids. There's so many nice looking pieces... I didn't know alliance raids had lockouts even.
Did my second run(no deaths, and the group absolutely melted Nophica).
Random note but I can't wait until lock out ends on these raids. There's so many nice looking pieces... I didn't know alliance raids had lockouts even.
Did my second run(no deaths, and the group absolutely melted Nophica).
Unlike the majority of people that have posted here I found Euphrosyne perfect in difficulty. I died a few times in most mechanics, eventually learning them and next week when I do it I won't have any issues. Not everyone goes into this game looking for a challenge. I don't have any complaints about this alliance raid since the difficulty is easy enough to do weekly without frustration and unlike the Nier raids it doesn't feel like the bosses have overly inflated HP values. And really that's what content like this should be. It's content people that avoid savage are going to be doing for many weeks for gear. When you increase the difficulty of normal content, what you're really saying is you want content to take much longer. And that's what would happen since you might still breeze through it but you've made it so it's too difficult for others and now you have to work harder to counter the damage lost from all the dead folks around.
As some people have said here, what's easy for some people is challenging for others. It feels like this alliance raid hit the mark to me where if you get hit by enough things you will die but it's not punishing to the point where you spend the entire time dead because mechanics get too confusing. Also bears in mind people learn mechanics at different rates and mechanics some players take for granted as "mindless and too easy" are mechanics others will struggle to get through and in some cases are just mechanics that for whatever reason don't click with a player. People with learning disabilities and other issues play the game as well and this can greatly further the challenge.
Look I get that some people just don't have fun unless a battle has some sort of challenge to it but that's not what everyone playing a game seeks. FFXIV does a great job of giving us content that appeals to players like me that don't go looking for a challenge and content that is for people that want to be challenged. It may be boring and easy to you but without a doubt there are plenty of players that view these are their own version of savage. When you look at it from that perspective it can tell you the devs did the right thing by making this content more approachable. I was not around when Orbonne was new and I did not see it until after some of the nerfs. I would have found that raid horrible back then since it just feels too punishing for normal content and even with the nerfs I first encountered, the fights would routinely take 90+ minutes. That might be fun to others but as I said, taking that long to clear it is not fun to me and I can't imagine having to go through that on a weekly basis for 2 months+.




At the very least, the HP values of the bosses should be high enough where mechanics can't be skipped. If the bosses are melting this fast now, there can be players new to the raid several months from now who will never see them. As an example, the three gunship battle (2nd boss) in Puppet's Bunker has a star AoE mechanic that is fun to dodge by finding a safe spot where you can still keep uptime that is really only seen unless someone either mistakenly or deliberately targets another alliance with their line stack marker, or if several players are new, or just not very good with optimizing their DPS and evasion.
Puppet's Bunker is still pretty fun to run, and I think it would be a good setting point of where release day difficulty should be set for a 24man.



I think it's just that we have all got used to the kind of combat mechanics they use by now. And due to the nature of alliance raids, they can't put in mechanics that require everyone to know their place. People who do Extremes and Savage are bound to find the combat boring.
FFXIV tries to cater to a big audience to keep up the profits, and that means there are always going to be easy content targeted at the casual and leisure players who aren't interested in unforgiving content. And alliance raids are just that. Complaining about an alliance raid being too easy is like complaining your ice cream doesn't contain steak.
I think it's fine. I love how the game has distributed its content. Don't go to an ice cream shop if you want steak.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway




I like the raid. The gear looks greats too. I'm still trying to figure out some of the aoe patterns. Never really cared to chase gear in alliance raids other than Nier and now this raid set.
Agree that mechanic is easier compared to previous 24-man raids.
Disagree that it should be harder/faster, or bosses become take longer to kill.
Keep in mind that 24-man raid consists of 24 people with different skills. Some may be veteran ultimate raiders, some may have not yet learned to grow out of being WHM with Freecure or SAM with freestyle. Higher HP boss will just make it a miserable snorefest to crawl though like Nier raid. If it is become too mechanically-unforgiving like Nald'Thad fight where one troll/clueless person in the balance phase can wipe a whole 5 minute progress of raid, it becomes a RNG chorefest.
Some will say Yoshi-P should stop babying players, but those baby-players who you keep looking down are the game's new generations of subs. Catering them by giving them some casual environment to have fun with and to grow attachment with the game is a right business strategy. 24-man raid should never be something challenging for the sake of raiders. Instead, it should be something that a majority of players can enjoy leisurely, and act as a casual test of mechanic knowledge for less-fluent players to pay attention to, with plenty of room for errors.




The two go hand in hand. While yes, Orbonne was more difficult, people left because it was more time efficient to simply eat a 30 minute penalty than stay for Orbonne if even a single wipe occurred. Had they buffed Orbonne's rewards, it wouldn't have been anywhere issue the problem.
I'm not denying Orbonne was harder than its predecessors but rather that wasn't the primary reason for it being nerfed. Like I said, they left it alone throughout all of Stormblood and most of early Shadowbringers. So it wasn't as though this was a pressing concern for the dev team. Coincidentally, the nerf has all but ruined Thunder God Cid who is little more than a chump fight now as fairly any of his mechanics (even several at once) still won't kill you.
Their ilvl sync is a mess. There's absolutely no chance we're actually synced to the ilvl we're supposed to be when content within the same expansion already gets power crept. Having higher secondary stats shouldn't be enough to skip Aglaia and yet we can.
My personal preference would be a sync that drops us to the highest ilvl we could obtain at the content's relevancy. Using Weeping City as an example, we'd be synced to the exact equivalent of i240. While that won't fix everything since job balance is non-existent below 80, it would help alleviate how ridiculously overpowered we are. If I had to guess why they haven't done this. They want to keep everything incredibly easy so new players can blitz through without feeling stuck. That seems to be their endeavour going forward and a lot of content is suffering for it.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I'd also like to chime in and say that I was... Surprised by the relative difficulty of this fight compared to other 24 man raids, particularly Aglaia. I didn't dislike the raid, far from it. I thought the boss designs, arena visuals, and music were fantastic, 10/10. But every boss felt like they were absolutely MELTING and I kept thinking during every phase transition "Okay now the crazy stuff is gonna happen," but apart from some things in Althyk/Nymeia and Halone, there weren't really any mechanics I saw that tripped people up. I want to see those really crazy, off the wall mechanics like in Orbonne. I still to this day get a kick out of seeing Mustadio snipe the raid or Ultima's mini maze, because cause it feels unique compared to other bosses. I don't think 24-man raids should be super challenging or anything, just more mechanically inventive.
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