None of them were actually that hard, but they weren't as well telegraphed and they had "party responsibility" mechanics that they now restrict to high-end content (or so it seems).The point is, they still do most of the mechanics they always did, provided the mechanic is personal responsibility. It's just most of those mechanics are extremely well telegraphed compared to the past with extremely clear indicators about where they will move, what they will do, where it will cleave and in what order, making them extremely intuitive.
- Ozma broke up alliance raids because it involved a "placement" mechanic (where the strat was back and left), where poor placement could wipe the party. SE no longer seems to do permanent placement mechanics that can affect the party in casual content.
- Ozma would also probably telegraph the tank cleave better that people would get hit by, as well as all of Ozma's different forms and where it was going to cleave far in advance with orange aoes. I think most of it is just better telegraphing and that most of the mechanics from Ozma do still get used, such as Acceleration Bomb in the form of fire, or strange arenas such as Byregot or the arena that transformed into a T shape in this raid.
- Thunder God was similarly a fight where it did not actually tell you what it was going to do (ie. donut, out) and you had to just guess based on the animation (I actually guessed correctly on the first run). They would probably make this more obvious ahead of time now with specific cast names.
- Thunder God also had mechanics where other party members could wipe the raid from incorrect action or inaction, such as passing tethers along (they most likely won't do that in casual content anymore), or a body check in each column that wipes the raid if enough aren't in it (which they might also be saving for high-end content now or making only a few people need to do it like Golbez normal).
- Construct 7, sure sometimes lots of people would die to it, but I never really found it very hard. I think now that they would do a rotate indicator on it and really overtelegraph it so that it's really intuitive though.
- I don't know how they would handle a modern math mechanic, but I don't believe the mechanic was very intuitive, because even if you can do maths it's not entirely clear how to actually solve the mechanic at first ie. that your health is part of the mechanic and that you are always adding to it, even when it's casting "Subtract" or "Divide". I can't imagine a modern version of this mechanic to be honest, which is probably why we don't see it.
A lot of mechanics in past savages were similar, actually, where the very same mechanic was actually in the normal mode, but because you could see the orange indicator it was a million times easier and simply removing that indicator caused a lot of wipes. If the current alliance raids are easier it is probably mostly because of the better telegraphing.



Reply With Quote


