running 1 circle in the arena shouldnt be considered hard..
running 1 circle in the arena shouldnt be considered hard..
The holidays did compound the situation though as many people who raid/grind content like this weren't around and some still are on vacation. But yes, it's not the main reason.https://steamcharts.com/app/39210#1m
The holidays don't have much to do with the fact that no one is playing the game at the minute. There were only 5% fewer players on the 23-25th than the surrounding days. It's just a continuation of the same downwards trend that we've seen since Dawntrail released.
I did a few more PFs of this, and the main problem is it if you make it to P2 there are a lot of people dead at that point too many to raise, and it snowballs from there making it impossible to do P2 correctly and more people die till you eventually wipe.
Midcore content is content that is challenging for the casual player that wants to get into something harder. Extremes are the perfect difficulty for midcore. It can be punishing, but it isn't so punishing where one person making a slight error wipes the entire raid and we have to start all over again. I would save such mechanics for Savage raids and above where positioning has to be so precise otherwise it's game over. The overall difficulty of the 3 Extreme trials we do have are around the near perfect difficulty for your average midcore players.
Putting a mechanic that wipes an entire 24-player alliance raid if one person messes it up, is not it and it's not midcore.
I'd argue the fact that a singular tank death causes as much of a problem as it does keeps it from being midcore
if you can bypass it with tank LB3, by all means do such, seem like a proper use of it as well.
You still take a massive chunk of vuln stacks, If you survive it with tank lb. Every tower gives you vuln stacks per missing person, so a two man tower gives you two vulnerability stacks and 2 times dmg if you miss both and one if you miss 1(so even if your partner is dead take a tower) Like the mechanic wouldn’t be that bad if per tower it’s just 1 stack and 1 time dmg but if 4 people are dead in the tower section you get 4 hits and vulnerabilities at the same time. It’s just so completely bad design wise for a 24 man designed for pf. Same with the atomos that if they start to life suck they give the boss a regen stacking up to 4 times, once per atomos and over time that’s like 3-4 % heals on the boss.
This body check is very harsh because of a huge rng factor before it. But the main problem is not realy that the towers lack players, its that people died before the swap. Its that mechanic that causes the problem, if the swaps happen properly, those towers often also are done properly.
3 would be better then, where it prefers complete corners (3 or more players).As for the chasing aoe's they should be completely removed or also limited to two only. The reason for this is again the potential for it to wipe the party due to the mistake of one player. If played incorrectly it very often goes to the platforms and wipes the WHOLE other group there.
The mechanic isnt hard when all are alive. Like most mechanics in this fight.
Eureka tells different. 24p content is welcome enough.
To me the real problem is keeping people alive on the outer platforms. You can rez them from the inner area, but that pulls them in. Yet the other way around works fine. I think it would be helpful if rezzes take location into account:
- Got rezzed by someone from the outside, you revive at the outside healer pos
- Got rezzed by the inside while you are at the outside, you revive at the outside (in place where your corpse is)
- Got rezzed by the inside, while you also are, you rez at the healer pos
This avoids the situation where if h1 dies, that h2 cant rez them and you require a dps for that. Which should make recoveries a lot easier without changing too much on the fight itself.
I mean you could just have both healer outside and a dps inside they reach the sides easy with heals and a person dying inside can be revived and teleport over and if a healer dies you still have a 2 on the platform so you don’t have the inside rezz problem anymore.This body check is very harsh because of a huge rng factor before it. But the main problem is not realy that the towers lack players, its that people died before the swap. Its that mechanic that causes the problem, if the swaps happen properly, those towers often also are done properly.
3 would be better then, where it prefers complete corners (3 or more players).
The mechanic isnt hard when all are alive. Like most mechanics in this fight.
Eureka tells different. 24p content is welcome enough.
To me the real problem is keeping people alive on the outer platforms. You can rez them from the inner area, but that pulls them in. Yet the other way around works fine. I think it would be helpful if rezzes take location into account:
- Got rezzed by someone from the outside, you revive at the outside healer pos
- Got rezzed by the inside while you are at the outside, you revive at the outside (in place where your corpse is)
- Got rezzed by the inside, while you also are, you rez at the healer pos
This avoids the situation where if h1 dies, that h2 cant rez them and you require a dps for that. Which should make recoveries a lot easier without changing too much on the fight itself.
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