Im going to hammer a guess, if successful, they'll prolly mixmatch it with Criterion as gearing alternatives during odd patches. Been fun so far, only issue I see in the future is just getting the 24m maybe they'll reduce that requirement later on?
Im going to hammer a guess, if successful, they'll prolly mixmatch it with Criterion as gearing alternatives during odd patches. Been fun so far, only issue I see in the future is just getting the 24m maybe they'll reduce that requirement later on?
Honestly there is way too much doom as punishment in the fight.It is relatively forgiving. But people doing it do need to know the mechanics, even if a few of them mess up occasionally.
For example, messing up might mean a bleed, a damage down, a bit more damage on party stacks, or a death+rez or Esuna. But if this happens to a lot of people, it's gonna slowly crumble the alliance away.
So provided you actually know the mechanics and mostly do them, if you just make a mistake here and there it's alright, but you can't really have the whole alliance in there being clueless (which is quite evident in blind prog parties).
I don't know if it's different in phase 2 onwards but imo a single mistake like reacting a second to late to the hand mechanic shouldn't result in an instant death, especially not in content that was originally planned as Ex difficulty.
The twice comes ruin mechanic would have been far better here.
The fight also has way, waaaay too much running around too often. It is annoying on BLM and often you have to run around to the opposite side of the arena.
Honestly I like the idea of the fight in itself and the mechanics are quite fun actually but it is too punishing for what it should be and with that difficulty it will definitely end as yet another discord run crap or at max devolve into the typical "Hector guide, braindead strat" nutcase which destroyed the savage raiding scene for me.
Even now on the first day the blind prog parties get less and less after Mr. happy cleared and Raidplans start to pop up everywhere. There are also starting to appear ilvl 730 only groups amd that is just crap for all of us who actually took a break from the game and are below it because of that.
I don't want to be punished by this because I actually did what other people and the producer said. This is becoming "be bis or get lost" all over again.
They have overtuned the difficulty a bit imo.
It's cool for the high tier raiders to have yet another content for them but after over difficult criterion and braindead alliance raids in EW I am honestly starting to finally lose the last bit of fun and hope I had.
Last edited by Voidmage; 12-25-2024 at 04:15 AM.
Which makes it feel like a failure already. The drops are structured the way they are because they wanted it to in part be a catchup fight, with 730 being seen as a starting point for 7.2. If you need to be at 730 to be accepted into a group for a fight that drops 730 gear, that element of it is as pointless as it is predictable.
I'm surprised they didn't start with Ivalice. It's definitely got popularity backing it.
Instead they went and grabbed an already recycled boss (remember eden?) from crystal tower of all places -- an alliance raid series people get dragged into so much that they've abandoned the roulette altogether.
Definitely agree there. They could have benefited from a twice come ruin so Doom on multiple party members doesn't spell disaster so quickly.Honestly there is way too much doom as punishment in the fight.
I don't know if it's different in phase 2 onwards but imo a single mistake like reacting a second to late to the hand mechanic shouldn't result in an instant death, especially not in content that was originally planned as Ex difficulty.
The twice comes ruin mechanic would have been far better here.
I mean Healer wanted something to do, here we go the Doom you get is something you can dispell so your healers needs to pay attention if someone messes up.
They always over-tune the content… sorry, this ex turned out to be ultimate, our bad… hope you enjoy.
They really need to have a team of players who are NDA to test the content. QA is one area where Japanese culture fights against them. They really need more NA/EU testers who can offer brutal but honest opinions.
I'm just glad they're experimenting with new bends on the core combat content at all, tbh.
That's not to say I wouldn't like wholly new experimental content, of course, but given that so much of those attempts haven't been that (instead, just bends on past experiments) and, by nature of not being related to core content, haven't been given any real weight (often aborting the project immediately if it doesn't see sufficient use), I'm happy to see that experimentation target something a bit more core this time around.
(Aside: Personally, next I'd most like to see a new take on dungeons and raids --in the manner of Bozja's, but taken even further in its abnormalities-- each by a different name.)
That's precisely what's going to happen with Chaotic, as predicted on Reddit when the difficulty level was announced.I'm just glad they're experimenting with new bends on the core combat content at all, tbh.
That's not to say I wouldn't like wholly new experimental content, of course, but given that so much of those attempts haven't been that (instead, just bends on past experiments) and, by nature of not being related to core content, haven't been given any real weight (often aborting the project immediately if it doesn't see sufficient use), I'm happy to see that experimentation target something a bit more core this time around.
(Aside: Personally, next I'd most like to see a new take on dungeons and raids --in the manner of Bozja's, but taken even further in its abnormalities-- each by a different name.)
Please quit telling me to unsubscribe; I already have.
Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.
#NeverForgetMao
Vive la résistance!
Then, I guess my main concern is that, per the norm, feedback will be misinterpreted defensively/fatalistically. Harder Alliance Raids is an easy sell to me, especially if that difficulty doubles as a way to make the content far less rote. 24-man Savage Trials far less so, even if I can appreciate the attempt to do at least something new.
I wonder what a good survey would look like, from which to parse actually useful opinion separately on each among the tuning, encounter design, and the trajectory of the content (how desirable the apparent design intent is to the given player and what adjacent intents they might prefer)...
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