Same. Im glad im not the only one to see this mechanic go for pretty much the same reason. With randoms its almost a guaranteed wipe. No more.
You must be unironically special if that is hard to work out as someone who has played at least since SB.
You too
The real reason Castrum Abania is nerfed is because they need to cater to special needs as illustrated by these two bright talented young men
Changing bosses is fine if the mechanics are bad. However how do you change that boss and many other yet for some strange reason that stupid Elephant boss in Dusk Vigil doesn't get changed. That 20s stun is still in the game and it's absolutely ridiculous. I get more enjoyment dying and getting raised than I do with a 20s stun.
He uses this move twice, maybe not even that if you kill him fast enough.
It takes trial and error to learn whether you need to avoid the elements he mentions, or stand in them.
So by the time you work it out, it's too late.
It's hardly 'special needs' if you forget that because you never play on this dungeon.
Of all the things to get salty about, why would you mourn the loss of a mechanic you experience maybe once or twice a year and has no real effect on gameplay, in casual content?
Now if it was something like an Alliance Raid, of which we have far fewer, or an Extreme or Savage fight that was getting nerfed, I'd get it. I couldn't give a crap about dungeons 2 or more expansions ago, they should be simplified (and brought into line with newer content for consistency) for player retention.
Last edited by Seraphor; 06-02-2023 at 04:18 AM.
Ngl, I'm trying to figure out why people need to care about how 'hard' or 'easy' a leveling dungeon is.....if it was a capped one, sure.....If anything, most of these changes introduce current casual endgame dungeon/raid mechanics, just earlier. Kind of reminds me of people complaining about the cyclop moves being changed to have indicators before execution.....they eventually got over it though.
Last edited by KitingGenbu; 06-02-2023 at 06:07 AM.
"Got over it"Ngl, I'm trying to figure out why people need to care about how 'hard' or 'easy' a leveling dungeon is.....if it was a capped one, sure.....If anything, most of these changes introduce current casual endgame dungeon/raid mechanics, just earlier. Kind of reminds me of people complaining about the cyclop moves being changed to have indicators before execution.....they eventually got over it though.
Lmao, more like people got tired to complain at SE deaf ears.
People care about the difficulty cause we like the game to be engaging, not a cakewalk. But sure, lets pander to the RP community so they can finish dungeon fast to return to housing/venue.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.