Mechs like that make healers only heal bare minimum of what is needed because failures kill/wipe anyway.
And I would not consider scrapping people from the floor as primary healer gameplay loop.
True, there's only so many variations of mechanics they can add obviously. And yes, they do sort of "teach" you the mechanics before adding them all together, but the speed at which some of those mechanics happen, and I get hit by things I didn't see coming all the time, the first few times.I don’t know that you can make that argument. Grates in anamnesis was a literal sastasha mechanic, most mechs have a training attempt where you might get hit but the stakes are low, incoming damage seems less significant- compare pre squish bardam to any endwalker dungeon. I also think you would struggle to make the argument that the ai-compatible dungeons are harder than they were, quite the reverse.
The game is filled with obscure mechanics and misdirection. It only becomes easy because we end up repeating the duties so many times.
I don't know where you get that from. I've died far more to mechanics in Normal content from SB onward, that I ever did in ARR or HW. The numbers aren't even close. ARR and HW mechanics are telegraphed on the floor, giving you upward of 10 seconds to get out. From then on, yes you get repeated stuff like eye mechanics and such, but you also get obscure mechanics that alter the formula, like eye mechanic with lines over it etc., and you now need to figure out what that does.Normal content got easier. Dungeons are easier both by virtue of not having enemies that can crit and sustain ramping up drastically across all roles. Endwalker dungeons are even easier than Shadowbringers by completely removing instant cast tankbusters. These qualities are also true for normal raids and alliance raids. On the topic of alliance raids, Nier was considerably easier than Ivalice and Void Ark, and Myths is the definition of Sleepwalker. Like 70% of all Myths mechanics are just a glorified hokey pokey. Extremes and up got more technical and more rigid with mechanics. Everything is more punishing with body checks around the corner, though whether we want to define "difficult" and "punishing" as more similar or different is an interesting discussion. Though you also have certain aspects that were made easier, like hitboxes and support action AOE ranges being as large as Rhode Island.
Yawntrail is just over the horizon too.
Well, it's hard to make a trully innovative boss, but some EW bosses do pretty nice things overall. Like all 3 Zot bosess have nice and pretty fun gimmicks, Anima in Babil is decent, Dead Ends bosses are pretty fun. Post patch dungeons and bosses are more hit and miss. Like Mr Face from Smileton is alright, Troia is very meh, Lapis Manalis is also mostly boring, but Cagnazzo is an okay boss, Bear from Aetherfont is decent, while overall the fight is simple, overall dance of the fight is enjoyable. Durante is also pretty fun for a dungeon boss.I’ll give you the trials, EW’s trials have been very good from a difficulty standpoint but dungeons…….not so much
I can’t think of a single mechanic across any EW dungeon that we haven’t seen 100 times before and only dead ends actually punishes you for messing up a mechanic
Or guess your can argue that objectively aetherfont is more mechanically complex than say keeper of the lake but the game should also expect more as you level up and the speed of the increase of the expectations relative to the level increase has been going backwards since like bardems mettle
Sometimes rumors are just... rumors.
I guess that’s just a difference in terminology.I'm not arguing otherwise. I agree. But the difficulty is amped up regardless. Things happen faster, in quicker succession, with less safe spots, all the time. And a player trying to focus on one thing their first time, is not going to pay attention to another.
It's all well and good to throw out stuff like "always be casting", "don't drop your rotation", but going into a duty my first time, I'm going to completely ignore all that, because I'm focused on what's happening around me, not if I dropped my 123, or overcapped my resources, especially when I've got to monitor 3+ other people at the same time.
If from 1-30 the game expects you to be 10% “better” (arbitrarily) every level, then from 30-50 it expects you to be 12% better then from 50-60 it expects you to be 15% better each level, then by 90 it’s only expecting you to be 2% better each level then im going to say it’s becoming easier when objectively it’s actually becoming harder because the rate of the increase in expectations is slowing which feels like content becoming easier the further you progress
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Did you do those content during their respective expansions? Many of them have been directly and indirectly nerfed, a lot.I don't know where you get that from. I've died far more to mechanics in Normal content from SB onward, that I ever did in ARR or HW. The numbers aren't even close. ARR and HW mechanics are telegraphed on the floor, giving you upward of 10 seconds to get out. From then on, yes you get repeated stuff like eye mechanics and such, but you also get obscure mechanics that alter the formula, like eye mechanic with lines over it etc., and you now need to figure out what that does.
ok lmao levels don't mean anything
they are just an abstraction of story/game progress, not an actual skill certificate
that is not a branch to reach for
Ironically, ARR and HW are "the hardest" dungeons because not only do we rely more on gcd heals, but tanks also only have Rampart, their job mit, and invuln to work with and literally can't survive more than a few gcds without a healer. SB dungeons are a mixed bag since some bosses do hit like a truck (looking at you, Mist Dragon), but whoever says ShB and onward dungeons are remotely hard by comparison is either delulu or disingenuous (the latter, more likely than not /tea)
|
![]() |
![]() |
![]() |
|
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.