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  1. #1
    Player
    Wilford111's Avatar
    Join Date
    Jul 2017
    Posts
    670
    Character
    Faux Ears
    World
    Hyperion
    Main Class
    Warrior Lv 100

    m6s adds phase overtuned?

    Surprised to not see a post like this in the forums yet. Anyone else think the adds in m6s have a little too much HP? Honestly, the fight as a whole isn't too bad up until that point. Then during adds, every party I've been in falls apart. Some jobs are clearly way better than others as far as AoE goes.

    I dunno, you can say "git gud" or whatever, but I feel like adds phase is an unnatural difficulty spike for where it is in the tier. And from what I've been hearing m7s isn't even that bad in comparison.

    EDIT: I just cleared But I still think the adds are overtuned.
    EDIT2: m7s is that bad.
    (3)
    Last edited by Wilford111; 04-06-2025 at 05:36 PM.

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,006
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Pictomancer Lv 100
    From what it’s looking like it’s not necessarily overtuned it’s the fact that cleave in this game just isn’t terribly well balanced for the purpose of what M6 asks from the player

    Cleave is decently balanced in a dungeon where you all just stand in a pack and wail on trash that doesn’t do any mechanic but when you introduce limitations in movement and control to cleave then it kinda falls apart

    For example SCH is terrible in adds phase because it gets rooted to the spot in the corner and its AOE is self targeted. WHM can smuggle damage in via misery but it can really mess things up by using holy as most mobs have a stun priority. Meanwhile something like VPR simply cleaves by nature of doing its burst so functions very well

    So cleave is decently balanced in a vacuum, but in practice it’s an unbalanced mess. Which is why VPR has 7.1 PCT in FRU carry potential in adds phase
    (3)
    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

  3. #3
    Player
    shiftweave's Avatar
    Join Date
    Oct 2024
    Posts
    9
    Character
    Shiftweave Graves
    World
    Goblin
    Main Class
    Sage Lv 100
    I think that the fight itself is tuned correctly for a week 1 experience - it will be nerfed by tomestone gear creep in the following weeks. However I do not think that the jobs are at all balanced. If you look at vpr/nin in particular in this fight it's a huge meme. I don't know what they were thinking with the 7.2 patch notes but whoever balances the jobs should purchase a calculator. Buffing PK does not compensate. NIN/VPR are closer in a sustained target dummy 5 target fight but ninja is heavily dependent on its burst for that - m6s is not sustained enough for that to pan out.
    (0)

  4. #4
    Player
    Voryn's Avatar
    Join Date
    Aug 2023
    Posts
    133
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    It seems ok to me because when people are trying to clear they use their potions pretty late into the add phase instead of using them early to burst down the squirrels, mantas, or jabberwock. Those feel manageable if people are playing well. So I think the issue isn’t necessarily that the adds are too strong, but that it can be really hard to figure out where the problems are when they arise, and then we can get stuck in a party that’s not sure what’s wrong.

    If I die to autos as tank, then did I not mitigate enough? Or did the healer not heal enough? It’s hard to tell when we’re all learning the fight but we need to figure it out so I stop dying.

    If the adds just not dying fast enough and then hitting me with a lot more autos than they should (or are enraging, or the jabberwock is killing the healer, or the mantas are dropping so many puddles), what went wrong? Is anyone in particular doing low damage? It’s again hard to tell, but is necessary to figure out.

    I can’t trust people in Party Finder to admit they made mistakes with the above things, because as I’ve raided with many different people I’ve run into many who don’t know how to play their jobs properly in the first place but still made it to the second floor of Savage. If I’m in a party and I don’t know what’s going wrong then I might just have to leave.
    (1)

  5. #5
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,220
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    I am starting to hate this fight man, i am stuck on the add phase for days now because no one does enough damage to clear this crap.
    (2)

  6. #6
    Player
    AllenThyl's Avatar
    Join Date
    Aug 2024
    Posts
    290
    Character
    Allen Thyl
    World
    Cerberus
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Arohk View Post
    I am starting to hate this fight man, i am stuck on the add phase for days now because no one does enough damage to clear this crap.
    The problem that isn't properly understood by pf (since it's also not explained in any guide), is that the add phase is not a damage check, it's 3 consecutive ones. It's pointless if a group burns all their CDs on the very first manta and clearing the first dps check with 250% (water every 10 seconds, you can afford 1 puddle, meaning 15 seconds to kill the manta), but be completely out of juice for everything else. Tell your dps in the group to divide themselves. One melee should use their big burst on the manta, while the other uses only small stuff, like one minutes. Classes that have resource based burst like VPR, RPR and MNK are good choices for the first burst. The 2nd melee will burn their big bursts on the first Jabber. Also, if you get dps like SAM or NIN, they should use their ranged burst on the cat whenever they can. Because if the cat is dead, the ranged can focus on whatever is to be downed atm as well. Further, it's also very important that the adds are brought to the manta asap and properly stacked there. Tanks have a tendency to just move so that they are in range for the manta, while the adds are behind them, thus not getting cleaved. Same is true during Jabberphase. Lastly, some of the adds live quite long from the time they spawned (30 - 45 seconds, the whole phase is over 2 minutes), meaning that dots can do their full damage on adds like the west mantas, the yans, even the cats when focussed live for most of the dot duration.
    (0)

  7. #7
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,093
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Adds seem fine, but job balance seem really bad. It feels like there are too many jobs that are just straight up missing cleave, and burst damage that can used outside of raid buffs.
    (1)

  8. #8
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,220
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by AllenThyl View Post
    The problem that isn't properly understood by pf (since it's also not explained in any guide), is that the add phase is not a damage check, it's 3 consecutive ones.
    if only that was the only problem , i am usually tanking so the damage is not under my control, the one time i got there as Viper i saved up all my cd's and full gauge and that was the only time the adds died really quickly.
    there is also a lot of other things that can go wrong and one mistake is an instant wipe.

    Yan spawns > one Mu is too close = wipe
    someone accidantaly hit a manta with an AOE when it spawns = wipe
    someone gets hit by the cat = wipe
    DPS misses their LB = usually wipe

    i also encountered a new problem yesterday, when the MT was a warrior, he created so much healing aggro with nascent flash that he pulled aggro of my Yan which caused it to enrage...


    https://www.youtube.com/watch?v=HKKSgdCSglE
    (0)
    Last edited by Arohk; 04-14-2025 at 06:05 PM.

  9. #9
    Player
    Eesh's Avatar
    Join Date
    Mar 2025
    Posts
    8
    Character
    Rush Belrose
    World
    Marilith
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Arohk View Post
    i also encountered a new problem yesterday, when the MT was a warrior, he created so much healing aggro with nascent flash that he pulled aggro of my Yan which caused it to enrage...
    Lol that happened to me in M7, pulled add from DRK and took away LoS protection from teammates over the other side of the arena.

    On M6. I know the adds are tuned REALLY tightly but it's not overtuned I think. As mentioned, gear will (and HAS) make it exponentially easier as weeks go on. After that it's just a dps priority check and checking your capacity to stay cool in the chaos and go down the list of targets in order.

    My main issue is that healers seem to have forgotten how to properly manage tanks. The refusal to deign a GCD heal has thrown a few runs into the trash.
    (1)

  10. #10
    Player
    millktea's Avatar
    Join Date
    Sep 2016
    Posts
    90
    Character
    Nero Ceruleum
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Overtuned, along with other flawed designs

    I cleared and there is no reason adds should be so difficult to not only kill for standard player, but the damage tanks take

    Targeting isn't the best in this game, and SE needs to stop discrimination against controller users. Using the D pad to target adds is bulky and slow, and having to constantly go down the DPad to heal tanks? No ultimate nor crit dungeon in the game requires such healing/dps check. Not even TEA or UWU on launch.

    UWU was an issue with spiny with controller users. TEA with dolls, too. I shouldn't need TO GOOGLE A MACRO and try for hours to days just to be able to heal HAUCHERFAUNT on controller at that point add him to the enmity list too. I still need people away from me to even try to click on him

    This game is over 10 years old, theres no excuse to keep making these mistakes designing content. Ive been here since heavensward

    Then tanks can lose adds just from nascent aggro??? That's still somewhat tanks fault, but this has happened to me on white mage, too

    Then they make way too much movement for casters STILL. I can't heal well while moving and most shield healers aren't watching tanks during adds either. If I'm picker that tank might die bc a regen aint gonna cut it and a dead lily heal while moving is still annoying. People have looked. Shield healers often arent healing tanks nearly as much as regen healers. I'm talking like orange regen/blue shield. I shouldnt need to say kardia the Yan tank? For something of this design, why is kardia 1 target yet both tanks are taking serious damage? Then scholars dont want to use their stuff bc thats their dps or loss of soil (which I often havent seen during adds)

    Lily bell would be nice if it wasnt based on whm damage taken, but its nice for puddling party anyway after storm phase and asylum isn't big enough for the arena. Yes it can still get both tanks, but why not just make it the same size as star???? Medica 3 is too much mp cost as well and rapture isnt strong enough to heal both tanks with the damage taken. A tank shouldnt die just because I did a misery.

    It also makes no sense to "buff warrior single target" for FRU and them nerf them for M6S. That makes absolutely NO SENSE. Tank aoe should be 2+ targets because they need to grab and hold aggro. Why is war aoe all over the place??? 3+ for overpower but need 4+ for cyclone? WHY? Just keep it all 3, if not 2. The squishiest tank and nerfs the aoe that heals it the most, bc that makes so much sense.

    If they want to make movement heavy fights, then get rid of casting, because me moving for 2-3s shouldn't kill a tank. Don't get me started on storm phase and because of wings mechanic, I cant fully hit the boss on healer during lava phase either

    What good is Dia buff going to do?

    Know the player base, SE, and stop overlooking controller users/console players
    (1)

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