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Thread: Sophia Unreal

  1. #1
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,042
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100

    Sophia Unreal

    I have a question to players who cleared sophia ex back during HW and have done the new unreal trial:
    How close in terms of balancing did they get to the original difficulty?
    (0)

  2. #2
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    I think the adds have way more HP, the tankbuster debuff doesn't hurt as much as when it was live back then. The boss itself could have more HP, I think it dies a bit faster. What feels similar is the boss aoe damage and if more than 2 people fck up the bleeding white/blue rings it is almost a wipe. On warrior the scale mechanic is super easy as you have so much Inner Release knockback/drawin immunity and people have so many gapcloser, that there isn't that much danger anymore and lots of time to react.
    (1)

  3. #3
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,246
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Saraide View Post
    I have a question to players who cleared sophia ex back during HW and have done the new unreal trial:
    How close in terms of balancing did they get to the original difficulty?
    Pretty good. It's really just like I remember. Including how you would sometimes phase skip and not see a tank buster and sometimes see it especially when people died. I've been seeing these phase skip issues elsewhere as well and it's something that seems to be tackled better now.

    You could always get to enrage pretty easily with lots of deaths, the question is if you had enough DPS. We didn't have red mage rez then so that is one way that it could be easier.

    I think the other reply has a good point about mitigation though. We had much less mitigation then. The 30% mitigation cooldown was longer, many tanks didn't have a short-cd pure mitigation or the degree of self-healing they get now. DRK didn't have TBN, PLD only had a one-time use physical sheltron, many of WAR's mits were based on things like physical defense or parry which block physical, you couldn't just use Shake It Off as a WAR to help out, so it was much more on the healers to be on top of absolutely everything including mit and heals.

    These advantages affect all the unreals though. Many of these same things could have been said about Ultima Weapon where we had a lot of advantages that let us take strain off the healers compared to level 50.
    (1)
    Last edited by Jeeqbit; 01-15-2023 at 04:57 AM.
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  4. #4
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    fwiw: BLU was my intro to this and it more or less feels the same. It's ultimately the mechanics that do people in.
    (0)

  5. #5
    Player
    Mesarthim's Avatar
    Join Date
    Jun 2016
    Location
    Kugane
    Posts
    974
    Character
    Rozemyne Shyahoro
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    It's tanky but exactly the same as it was.

    It's really easy to get a clear if people stop messing up.
    (1)