Yes.
All of the old capstone trials need reworking so they don't fall over.
Yes.
All of the old capstone trials need reworking so they don't fall over.
Completely agreed
Agreed! Especially for stuff like Crystal Tower. It's pretty dumb to make it a required thing in the story, only for the experience to be boring af. A player's first time hopping into 24 man content should be a bit more exciting than sprinting to a few bosses that have 0 mechanics.
Nobody should be thinking that MINE is exactly the same as it used to be.
We have had potency increases, ability changes, food increases that don't sync well, accuracy (that at best just made you do your normal damage instead of nothing) replaced with direct hit (a damage buffing stat), parry replaced with tenacity (a defense stat replaced with a partially damage stat), determination buffs, a stat squish, removal of stat allocation points, rearrangement of gear stats on right side so tanks have strength on it combined with a tank nerf trait, removal of tank damage stances, all jobs having knockback immunity, all tanks having reprisal and shorter cooldown times for mit, elemental resistances and damage resistance downs removed and that goes on.
Then when you sync, it caps the substats such as crit on gear, instead of it being materia-based which can rig the crit rate.
There have also been nerfs (to raids up through Heavensward and also P8S), and tank buster indicators retroactively added to a lot of old content.
Many mechanics that were brand new back when raids released and were therefore more challenging, are now introduced in dungeons so we are used to them, so if you see them in old raids they are not as challenging as they once were because you know exactly how they work and are used to them.
But MINE is still really fun. It makes old casual content more fun to do instead of just standing there, ignoring or skipping mechanics. It makes old raids challenging again and not whatever unsynced is. And in many cases it can at least create a similar experience even if it is not the same.
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
Not if you got 2 new healers with zodiark or hydaelyn. I was new back then, and l wiped 3 hours total on these 2 trials during msw.
They already went through every single leveling dungeon to adjust the mechanics for the Duty support AI. Believe me that difficulty was not on their mind and I doubt this way of thinking will change.
Best case scenario they will revamp mechanics but not adjust the overall difficulty.
They should just add a game difficulty setting for dungeon with nothing fancy but a basic number increase : easy (or "story" to prevent hurting some ego) for the current difficulty, normal +50% damage dealt and Hp for the enemies (double loot and xp), hard(ish) +100% damage dealt/hp for the enemies (triple loot and xp + a cache with unique reward on the last boss)
But not by much. This is only really relevant in ARR content, or ShB/EW jobs in HW content.
Mostly irrelevant unless you're talking about Summoner.
If you're using Current Tier food in a MINE run, you're griefing.
The few situations in which the squish has caused jank, it was BOSS damage being overtuned, not player damage. Also, literally everyone allocated their stats the same way so this was just an annoyance for people that liked playing SMN *and* SCH.
Tanks still deal less damage than any DPS can unless it's a Gunbreaker in low level content, or Bozja.
Show me one person that actually dislikes the change.
Literally your only valid point. That said, what are your thoughts on bringing relics into Ultimates?
Yeah, that's because the raids were overtuned. As for busters, tell me why the HEY YOU'RE GOING TO DIE IF YOU DON'T MITIGATE THIS, TANK attack shouldn't be telegraphed beyond just its name?
This isn't even remotely valid. Oh no, this mechanic that's used a lot isn't going to catch Blind MINE Masochist Prog Party offguard!Many mechanics that were brand new back when raids released and were therefore more challenging, are now introduced in dungeons so we are used to them, so if you see them in old raids they are not as challenging as they once were because you know exactly how they work and are used to them.
The actual mechanics like this tier's flavor of Limit Cut, or god forbid, something like E12S' Relativities, is still going to be a blind party's wall for a few lockouts.
I mean the potencies increased almost every patch for years.
No, I mean even if only 2 abilities got merged, it makes the class easier at those lower levels and so on.Mostly irrelevant unless you're talking about Summoner.
However, tanks were actually dealing more damage than SE wanted in the past, due to overuse of DPS stances and using strength accessories.Tanks still deal less damage than any DPS can unless it's a Gunbreaker in low level content, or Bozja.
You're missing the point. It's not that there is any single change that is a "major" factor. It's that collectively there is a difference.Literally your only valid point.
When I would run Titan Extreme MINE I was able to clear it far earlier in Titan's rotation than the unreal version. Why? Because of all the changes and differences I mentioned. We do more damage now, overall, than what it was originally tuned for. That's my point, and that's why they are all valid points.
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
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