If you play as Warrior ( I know I do myself )1. FATEs rescale if you pull then reset them. Got to learn (some) mechanics to solo them though.
2. CEs scale amazingly, and all of them are soloable except Calamity Bound. Provided you know and can do the mechanics enough, you can solo them all relatively quick.
The whole thing is designed with solo play in mind and was future-proofed already. I love just being the last person in the instance soloing everything. It shakes things up a bit.
But you are entirely off the point, soloplay ind mind if you are good, literally soloed last 10% of a CE as everyone died as a War.... but you are entirely off the point, though I do not deny that the content is rather easy, but time is a factor as well, having to use all these loopholes as well to fix things, should NOT be a viable option either, it certainly does not increase the game play experience either.
So CBU3 released the 7.25 content to be soloable as a safety measure, and it turns out that the "future-proof" situation of the content being empty happened in the same patch it released.1. FATEs rescale if you pull then reset them. Got to learn (some) mechanics to solo them though.
2. CEs scale amazingly, and all of them are soloable except Calamity Bound. Provided you know and can do the mechanics enough, you can solo them all relatively quick.
The whole thing is designed with solo play in mind and was future-proofed already. I love just being the last person in the instance soloing everything. It shakes things up a bit.
Then play tank? It's not that deep? lol.
/e: also not getting hit is mitigation! most DPS have silly personal defensives anyway
/e²: when i'm not doing tower in a tower instance i just solo CEs and FATEs. as jeeqbit said, they scale fine. SAM does like 20% of the HP bar if you're even remotely geared and using Zeninage. if you're good at dodging you physically cannot die. this especially goes for turtle, shark, lions, and... basically anything that isn't calamity bound
Last edited by 0blivion; 07-15-2025 at 08:24 AM.
CEs and FATEs do scale though? Pots can be an issue because it scales to the last time that particular pot fate was done which was an hour prior, but otherwise things do scale.This is like the 3rd or 4th time joining in there and then suddenly all the players are gone due to Forked Tower event.
The Fix is not working and is twisting the gaming experience for all, including those wanting to do Forked Tower, as forced to 'steal' instances.
This is like the 3rd or 4th time within the last 10-12 days experiencing having to have wasted time in South Horn, and I believe many others as well, yes I have toned down since maxed all the Phantom Jobs and what so ever, so even as rare as it is now that I go in, experiencing this.
It would not be impolite to ask for getting the full fix SOON, the band aid as it is nice now, but is just a patch solution not an actual fix to the problem.
Most is really not interested in doing Critical Engagements and Fates lasting like forever either, since there is no scaling system to those either.
Regardless whether they're currently soloable or not, I think it's still a valid concern to reassess the scaling to NOT take account the players within FTB. Especially the FATEs.
CEs except Calamity Bound are all fine though. If they lasts 'forever' it's probably because too many players are turtling the encounter by being tanks/healers, or not utilizing their PJs. I.e. joins CE with less than 6 players, but 4 of them are on WAR-Chemist, and 1 other being a SGE-whatever PJ. Yeah well that definitely would dragged the CE lol.
Last edited by Rein_eon_Osborne; 07-15-2025 at 11:24 AM.
Note also this is why the support fate exists and why forked botched that
By and large players in the wider instance are punished for staying in an instance that a large scale raid is occurring in, so they should be compensated for it especially if they can’t get into a different instance (which you often can’t)
The support fate needs to be more robust and better rewarded (and spawn earlier)
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
There could be three support FATEs/mobs, one each for hallways, bridges, and lockwards. And a mechanic that forces the Forked Tower expedition to actually spawn them (emphasis on "spawn"; I'm not sure how I feel about requiring the people outside to engage with them).Note also this is why the support fate exists and why forked botched that
By and large players in the wider instance are punished for staying in an instance that a large scale raid is occurring in, so they should be compensated for it especially if they can’t get into a different instance (which you often can’t)
The support fate needs to be more robust and better rewarded (and spawn earlier)
Also either gear or phantom stacks need to give defensive options
There is almost non survivability options on phantom jobs for classes that need survivability but you can be damn sure there is a wealth of options for doing damage for classes that have an inbuilt damage penalty but lots of survivability……..hmmm how strange
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
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