I can't see that at all? How?
Game dev is a zero sum game. Finite resources.
If you are encouraging 24 man statics, there is other stuff you are not encouraging.
I've been in many great communities (or great for a while)
Even quite large communities can struggle to put together 8 people.
A static of 24 people is going to struggle to have any reason to get together or be very social.
I only see 24 man statics being a place to recruit 8 mens from.
Each 24 man static will benefit 8 players at most and have no impact on the rest of the game as I see it.
How will 24 man statics be any good for the wider game? I dint see it being significant or budging the needle at all.
Last edited by Gurgeh; 01-06-2025 at 05:32 AM.
As someone who's done this enough to get both mounts:
Good:
Phase 1. This actually feels chaotic with all the people scurrying around, and has enough things in it to get people a decent chunk of the time (ex: remembering your hand while remembering the EnBlank mechanic, though that second one's in chat too)
Bad:
The body check towers. Idk how exactly I'd fix these though without making them worthless though. Make missed ones heal the boss maybe? It's just an issue that these so quickly spiral into an instant wipe from the damage/vulns going out, if SE wants this to be "hard content for everyone", that you can just roll up into PF and do.
Phase 2 Design: The fight feels like 2.5 mini-fights strapped together with duct tape. The interaction between the groups is pretty minimal, and when especially on the inside tiles you're only really interacting with 2 other people for most of the fight, it doesn't feel like it really had to be part of a 24 man at all. I get that in phase 1 there isn't really much "interaction" for a lot of the fight either, but being in the hustle + bustle, and keeping an eye out for hand pvp from 20 other people, makes it feel a bit more alliance-y.
Good in theory, bad in practice:
Looming Chaos. It's a fun idea and being forced to learn different parts of the fight is neat, but the fact that it's baitable throws that into the trash. It should be purely random (within your role), and happen at the start of the phase, to actually be chaotic / force people to learn all the parts of the fight.
The newbie bonus. I get that it was intended to help new players, but in practice it created this kind of "haves vs have nots" FOMO with mass bonus parties. I know people who got their 75x token mount off of 2 or 3 runs near the content release, where newer players who couldn't get around to it will take like 70+ runs to get the dais, and that discrepancy is insane to me. Either reduce the bonus (ex: 2 demi 2s per clear, 1 per person per bonus, prices adjusted accordingly), or maybe make the newbie help bonus only apply after a certain # of weeks (so that people who want to rush the content don't just get a bajillion gil of stuff, and it's still there to help people through the content who aren't able to get clears)
I get that at some level they likely wanted to overtune vs undertune and have people deem it a failure, but I can definitely feel that they overshot it a bit. In my successful parties, it seems like the vast majority are wearing ultimate / savage criterion / deep dungeon solo type of titles, which I don't think is the type of player that really needed a "hard alliance raid" type of content. Maybe the next Chaotic could be like UWU to UCoB and turn it down a bit just to get more different types of people into the content type.
I think that there's 3 things that they could do to make phase 2 less punishing while not making it that much easier.
1) Keep the 12 tower spawns, but make them all solo towers, that would make it less of a body checks because you'd only need 2 people per quadrant and outside platforms alive to complete the mechanic.
2) For the chaser beams after Looming Chaos, if the target dies, don’t retarget it. It makes the mechanic more deadly than it should be when it can just retarget and kill people who can't do anything about it.
3) Put in a platform that allows people from the middle to jump to the outside, make it a long stun or a high damage down to prevent people abusing it to avoid mechanics, but it should be possible to move from the inside to the outside because if the outer group wipes out, the middle group can't raise them or they're also stuck on the tiles, so all they can do is wait for a wipe.
The first Criterion was made in response to players asking for more difficult 4-man content, and like with Chaotic, it was intially pushed to be Extreme difficulty before they pulled the "oops we made it Savage teehee please look forward to it". Just like they did here with Chaotic.
I dunno if Mr Ozma was reprimanded for messing up the difficulty of the first Criterion but either way he clearly didn't learn from/didn't care about his mistake.
Last edited by SkankyRoe; 01-06-2025 at 11:46 AM.
I look just like the roes next door... if you happen to live next door to an amusement park.
The main problem (besides the rewards which are a whole other issue) with Variant/Criterion is the three difficulty levels go Very Easy -> Savage -> Savage++. Mr. Ozma is obviously very good at designing high-difficulty content but I worry that he'd turn this game into Wildstar if given the power.
For me, the raid is fine but the drop rate of the mounts is riduculous low, maybe lower than EX trial.
Only have 4 clears so far, but I have yet to see anything other than gear coffers drop, and most of those were during the bonus window. Two more runs to complete the gear set, then another 50 for the Cloud mount? I don’t know if I have the endurance! The Dais is going to be enough of a challenge with the first-timer bonuses trickling off; only have 25 of those tokens.
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