The general pacing of the mechanics feels better and there's a lot less "dead" periods where the boss is just sitting there auto-attacking people for several seconds before the next mechanic starts.
They're also much more prone to auto-attacking during mechanics, too, which puts legitimate pressure on the healers to keep the MT alive at times.
The normal mode content is a lot better but savage+ feels the same.
7.2 sounds like cope to me and more "it'll get better next patch bro", I'll believe it when I see it and I expect nothing.
That won't be new, we kinda had that back in 2.xx. Anyone remember /comfort ?I don't remember which media tour interview it was, but they did kinda give some vague hints of the thought process for 'different' fights which they mentioned the possibility of using emotes to resolve a mechanic. I'm not expecting a whole lot, but we'll probably see some weird stuff like that in the future.
Recently I'm lvling MCH on my alt, and going through the 2.xx content again kinda remind me there is a LOT of things back then if say ... remastered, probably would be quite refreshing. For all its flaws, 2.xx was quite varied in its design comparing to the rigid formula of the expansion.
There's been a lot of conflicting information on it, I don't think Yoshida has clarified anything on the matter either, aside from just saying that 7.2 will not contain job reworks.
I'd personally just wait and see if 7.2 changes anything much, 7.0 encounters were generally well received, so hopefully they'll put together something nice and not act on the feedback that the content is too hard now.
Would be pretty nice if they could bring back unique mechanics, but I fear that people will whine if they bring back something like Digititis with the forced damage down.
The snore Yoship was talking about at fanfest was casual content such as dungeons. IIRC he said people were falling asleep in endwalker dubgeons.
Dawntrail casual content seems to have improved from the snore that were endwalker encounters.
I think the encounter design was suitably improved, tbh. It wasn't by much, but I also don't expect them to immediately crank the raids into weird experimental 100% territory, because that'd likely just cause kneejerk complaints about it, even if people are ultimately receptive.
3+4 are fairly typical savage fights, but I did think 1+2 felt a lot more dynamic than previous early fights. 2 is kind of a letdown, with how much is stack/spread memory filler, but the mostly-rng towers in Beat 1 and yolo lines do feel more interesting to me than the typical savage mechanic where it's just "follow this raidplan". And I enjoy seeing platform destruction come back, in the form where you can actually jump over edges again (unlike e9s or p12s), so I hope to see more weird arena destruction in the future, too.
The boss healing in 2 is also kind of neat, as a new way of making a fight punish failure without just triggering an immediate wipe. But I think that's also probably an example of why they didn't just immediately go crazy, because from the horror stories I've heard it's also inordinately punishing PF vs how punishing it was to the more hardcore crowd, with how quickly it died vs a typical 2nd fight in the race, while I hear a bunch of people lamenting m2s in party finder because heals make the enrage so much more annoying for pf.
I could do with the fights being a bit harder, but honestly I had a ton of fun with em week 1 and I'm hoping to see more in that vein with the next tiers.
Because, at least for Viper, Square Enix obviously had pretty much no confidence in their product. It was reworked not even a week after release.
As for Monk, I cannot say. Guess the 4 people that work on classes are either overworked, creatively bankrupt, sick of the 120s mold, or any combination of those.
RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.
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