That part where you blow up the ceruluem pipes was completely removed. Also does a generic raidwide and ground AoE periodically. Two normal walled two-pulls before the first boss.īlack Eft does an untelegraphed line AoE with a long cast bar and animation pointing in the direction (Mega Beam) and summons adds periodically. Cid will now just talk to you via text on the top of your screen periodically. The targeted ground AoEs the third boss does no longer leave persistent AoE zones, making the divebombs much easier to dodge without taking chip damage. Anything to do with the cannon interactable was removed, boss never leaves the arena. Have to move from one column to the other, there's no completely free line after the first set. Also creates tornadoes that go down the arena as columns in a line with delayed timings. Now takes place in an open air rampart, not an enclosed room. No more kiting the dragon off the persistent AoEs. Later on he does two of the droplets in a row, so you have to dodge from one set into the other as it explodes. Does a generic marked TB that leaves an Esuna-able poison, drops untargetable green droplets that expand to point blank AoEs, does a targeted conal AoE. Mobs on this patch adjusted to be a typical 3-pull.Īiatar completely overhauled. Have to go along the bridges and islands. You can't take that upper path through the water between the second and third bosses anymore. Also does a generic PBAoE as well as a targeted tank buster with the new buster marker, which can be interrupted. She now cycles different Void Calls - Either summons an untargetable Ahriman that does a lookaway, a generic succubus that needs to be killed, or the Ahriman while she also ports to the side and lures players to look at her and the Ahriman, forcing you to look away after instead of lucking past the mechanic. Side rooms and keys are still there.Īetheric Rift after the second boss to get back to start. It's actually amazing how nice it looked even with Reshade off, it looks like a spooky manor now. Heavily reworked texture and lighting work. Also might have a recolored diremite model now, I don't know. Third boss mostly the same, but poison pods are now untargetable and explode as a delayed yellow AoE. Heavy puddles and poison pods removed from route between second and third boss. Poison from them was not able to be Esuna'd. Might though, didn't let it live long enough. Usual 2-3 trash packs with hard walls separating them.įirst two bosses are identical, but boss 2 doesn't seem to Slow anymore. Has a donut AoE, a point blank AoE that also makes other parts of the room have AoEs (about half), a targeted marked tank buster, and a conal yellow AoEĬompletely revamped to a modern dungeon experience. ![]() Main slime is the boss and when you kill it that's it. ![]() Bombs, spriggans, splitting into multiple slimes that you kill are removed. Sub 50% or something, will cast Divide over and over, which causes about half the room to be covered in untargetable slimes that do point blank AoEs shortly after. Generic targeted yellow AoEs and TB marker tank buster. I ran solo so this was hard to tell, it was just generic damage to me. Also casts Catapult which might be damage on one or all random players. He has a targeted tank buster with the EW TB marker, as well as three yellow AoEs in sequence that leave a tiny bit of the room safe, followed by a conal AoE (Dodge the yellow then dodge the cone). Slight architecture changes but the progression and interactables are the same.įirst boss completely revamped. Remove odd or antiquated mechanics in favor of mechanics that AI can handle. Teach players standard indicators that will be in use from mid Heavensward onwards consistently. Standardize the required ARR dungeons that were designed completely different from modern design standards.īe a testbed for new lighting functionality. If miscellaneous lighting adjustments happened elsewhere, I'd not know.įrom what I've gathered the goals with the revamp seem to be: It is possible I've missed new mechanics, because I've done all of these on a level 90 unsynced character! I also only visited the dungeons mentioned in the patch. I figured I'd compile the changes I've noticed in ARR dungeons here, they've put a lot of work into this and it should really smooth over how new players experience the game.
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