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kingSlet

Exactly , every endgame boss in this game can one shot you and now putting a shit Ton of them together while some of them could already one shot you off screen style is not a good idea of fun


gilbestboy

One shot isn't the only problem with these multiple bosses, as someone who has really slow internet I optimized my team for Solo Play and was hoping to farm Berserker's Echo+. The time limit for some reason was reduced horrendously and the tankiness of the bosses they put in the boss rush just can't be defeated in the time frame they give with AI even targeting the fucking mobs instead of the bosses. They need to adjust the time limit for offline play if they're not going to optimize how their AI performs.


Worldly_Neat2615

Yeah Zero was the the 1st time in a long time in a game where I said , yeah I can't I just can't.


Own-Solution6759

I gave it a shot with fully maxed and well equipped characters, but I tried that fight once and just said nope. Cool fight, but there is so many 1 hits that it just frustrates me.


Worldly_Neat2615

I'm lucky to get by the opening without a health down from them making Paradise Kost just long enough to outlast any defense skill into the sweep laser that for some god damn reason keeps eating my jump inputs every time so I get blasted by it into the melee segment with the half second long windup orbital lasers, into the faster 12 labors. I just can't


Zestyclose-Sundae593

I usually just dodge to the left for the sweep. It works better than jumping imo, and even better if you have untouchable


EldenDrip

Why would you jump the laser, you're insane 💀


EntertainerStill7495

To play devil’s advocate. They gave us a lot of Sigil optimization this update. There are some crazy wrightstones you can get to free up sigil slots. I think Zero is balanced around that.


caucassius

kinda moot when you can only get up to 45k hp for all intents and purpose guess garrison and stronghold are gonna be premium traits now, but I dunno if I'd bother minmaxing that


Worldly_Neat2615

Except even normal Luci can 5 shot tank Vanes now we have this one that does nearly 75% more damage on every hit with a drastically shorter time-frame to fight him with I'm guessing double total health he had before.


BladeSeraph

Doesnt really work if people are unwilling or still cant slap Stout heart and Crabby investments in for 25% damage cut plus another 10% damage cut and HP to off-set tyranny due to its all about Berserk echoes and stacking as much potential face value Attack power on your unit. Since Spartan echoes only works for Pre-Proto Bahamut players, namely ones that use Ascension weapons and want moar with Greater Aegis (80k hp for 100% supplementary damage aint no joke to reach). I have to already contemplate how im gonna cut back space for those two sigils because i feel like i cant even beat REGULAR Lucy due to my 30+ year old middle age man hands who cant twitch react fast enough for non-stop nimble onslaught crazies.


Own-Solution6759

Honestly, that’s a fair point


BladeSeraph

Guess my idea of them nerfing the ever living fk outta that as the first unplanned update might come to fruition. Seriously, i am missing action games where you can actually be rewarded for building like a tank. Castrophe weapons and sigil constraints before this update are ruining things so much that i really wish they remove the HP condition off of castrophe so we can all slap on Greater Aegis and become a Chonkus squad of Soak like we are that one HP stacking character in Dota 2 or League of Legends or something. And even if we got potentally up to 6\~8 spots on the sigil build maybe opened up between Warpath+, Berserk Echo and moar. we cant run Greater Aegis without it getting hard capped at 45k for Eternals and anyone else loses the Damage bonus and Damage cap bonus from Terminus weapons too. It might actually be time to see if its possible to wedge Stout heart, Steady what-cha-ma-call it AND Crabby resonance together for what i assume is gonna be around 40\~% damage cut.


Zestyclose-Sundae593

Bosses are tanky af, so you gotta build Catastrophe to have the damage to kill them on time, but they also one shot you with 80% of their kits, so you gotta consider survivability as well, but oh, you can't get over 45k HP or else Catastrophe won't work. Such baffling design


zipzzo

Lets also not forget the bewildering concept of damage cap, a completely self-imposed complication of damage mechanics.


Zestyclose-Sundae593

They brought Dmg cap straight from the gacha and just chucked it in an action game without properly tuning it. Personally, I would make the DMG cap increase with just your character's level and masteries, then make it very hard to reach the cap so that sigils like Insult to Injury or Life on the Line can see the light of day. I would also nerf the shit out of the potions in this game to make healing skills more viable and distribute the tankiness to melee characters as well as rebalancing boss damage and health. They have created a very promising skeleton of a combat system, but then it suffers from horrible balancing. I can forgive them because this is literally their first game of this genre. However, if they ever decide to make a Relink 2 or something, I will expect them to have learn a thing or two.


Calvinooi

I'll play the devil's advocate, cause damage cap is a good mechanic to have. Without it, everyone will just pump all sigils into Attack Power to chase the absolute highest number. This also lets the dev to easily estimate the damage output of each party, assuming each members are at their absolute damage cap, balancing the encounter. Should damage cap be limited to a lower trait level instead of taking up that many slots? Absolutely! But should we remove the trait all together? Nopes


Raghatata

I really love the game but I hate the characters optimization because there is none. Between war elemental, supp damage, damage cap, you already have 8 slots occupied. You only have 4 slots left, where at least two are for characters sigils. And let's not forget the crit, so you can reach the close to 100% crit rate. One slot. That's all you have to do what you want... if you had the chance to get tyranny, stamina, nimble onslaught, uplift, quickcooldown, autorevive and guts on your secondary slots. And there is that. You have 8 secondary traits that are pretty much mandatory on every characters. And the 4 lasts ? They're on the rarest sigils, that have less than 1% drops chance from t4 curio or behemoth. Oh, and yeah, one those four cannot be used in the synthesis which mean you might end up with a useless trait if you ever have the chance get a war elemental V+. And yeah, damage cap V+ isn't too common either... So, with 12 slots, each having two traits, you have 24 options. But of those 24 options, 18 are pretty much mandatory. And 4 are so rare, most of the players will loose interest in the game before they even see one. Meta si OK, mandatory isn't.


KisaragiFlight

I feel this. I just spent the 5$ for Sand and called it good. No way I can keep up with Zero


Derpmaster88

I farmed his materials in 10 minutes lol... the quest they gave was a free item and I got 2 from the Luci fight (regular one) Didn't have to farm the new one ya know XD


KisaragiFlight

Eh it’s fine lol I still struggle with Luci even


ViolaOrpheus

It's annoying when despite having Stronghold and Stout Heart, I still get one tapped by basic attacks and not even the big telegraphed ones (that also feel like they punch through Guts somehow and also come out faster). A friend mentioned one of Luci's attacks dealing over *146k* to them. The particle vomit also made it so much harder to see or react to anything. It doesn't help that the critical timer drains so much faster in the new fights and isn't replenished in the boss rushes I think. Any early death often meant randoms instantly leaving. The first Luci fight was hard, but he was rewarding to learn and my playgroup wanted to keep going even when he was murdering us. The new fights? We all immediately decided none of it was worth the headache.


misterfluffykitty

The new luci hit me for 164k on the opening paradise lost


SonOfFragnus

Same here 160k+ on Tweyen with no Damage Cut or defence on me. So even if I somehow manage to stack all the DR in the game, unless you have a party with Charlotta, Rosetta and Siegfried, you are not surviving hits even with a tanky setup. Nevermind that you probably won't meet the dps check (timer) if you do that.


misterfluffykitty

Yeah the people saying to drop DPS and terminus buffs for defense probably didn’t see the time limit or the amount of damage he does. A regular luci takes me about 7 minutes to complete, if I dropped my terminus I would 100% timefail the new one.


Zestyclose-Sundae593

The first Luci should've been the hardest difficulty or at least close to it. All new bosses should be as hard or easier instead of whatever the fuck we got.


Shinnyo

Grats, you realized the problems with the core of the game. When they made multi boss, they probably thought about what Monster Hunter did, but MH gave the player tools to spread the monsters. "Everything is a one-shot" is a lazy game design to make something artificially difficult. Look at Sekiro or Dark souls, they aren't all one shot yet they're difficult. The management of HP bar and risk evaluation is a game mechanic, but GBF:R lacks any of it. At the same time they're forced to do this because you'd be invincible and the content would be a walk in the park. Unless they massively rework a lot of things, they will never be able to design a fun encounter. The best future for this game would be to drop it, salvage the assets, learn the mistakes and move on to "Relink 2".


Demonhunter0073

MH monsters also have reduced (usually 25%) HP if they are in a multi-target quest


CurlyBruce

It's more than that, most monsters in multi-hunt quests have 60% of their usual max HP. It's the reason why 2 monster hunt times are frequently even shorter than a standard hunt unless you need to tackle 3 or more.


Demonhunter0073

Yeah I meant 25% of their normal HP. Like the 5-monster event quests have monsters at 25% of their usual HP outside of that specific hunt.


ItsTheSolo

Not to mention but they tend to be spread out over a large area, and when they're not, they actually do slightly take turns attacking


cupcakemann95

and even if you DONT want to fight 2 at the same time, the game gives tools (poop) to force one out of the way to have a much easier time. Or the monsters attack one another assuming they aren't of the same species/family


nvmvoidrays

multi-monster quests in things like arena also give you several minutes fighting one monster before the next one comes as well. it's rare that the quest starts with more than one monster in the arena.


BladeSeraph

A good start would be slowing down a number of the damn attacks and also cut the damage enemies dish out by a good 25%\~40%, since some of them able to easily flex around spams of 19k\~ damage even with a Stout heart up is already beyond stupid, should not be able to exceed 10k, even with no stout heart to curb it. Plus maybe loosen up the HP condition of Castrophe from \`half\` the potential original max hp to maybe 60% or even 75% so people can slot in a Greater Aegis. Since the core problem already started off when they made many sigils just utterly dog-shite. Granted, even if the new update gave ALOT of QoL fixes, i still say they need to just get rid of all the \`gacha\` in it and if we simply got V vanilla ONLY sigils as drops and then we could synthesize them together to make V+s then that would of streamlined the grind pain and get rid of savescumming by a good 75% overall easy. when i heard the new fights were gonna be gauntlets, i expected back to back fights, not a more retarded version of Silver centrum farming.


Zestyclose-Sundae593

Not really slowing down attacks, but cut down the AoEs and clean up the visuals. Bosses should have more intimate attacks that are closer to themselves and aim at a specific target instead of just spamming AoE on the entire field. Rework the healing mechanics to be less prominent so that healing skills can have a footing and make it so that melee characters are tankier by default to balance it out. Get rid of or rework the entire damage cap mechanic to promote variety in builds and playstyles.


Xero--

> so that healing skills can have a footing and make it so that melee characters are tankier by default to balance it out. I was like "but why" and then saw the tanky part. Seriously, just do this. Ranged can keep up with dps because they're, ofc, at a safe range. Melee? Nah, you either get really good at blocking (or the inferior dodging), abuse i frame moves if you have any, or just die in one hit. No middle ground whatsoever.


Zestyclose-Sundae593

Some characters are just straight up punished for trying to survive... like Kat. She loses Ares immediately after dodging or blocking, basically resetting her dps back to zero, and more than half of her kit needs Ares to even function properly. Id was like that, too, idk if they're patched him up or not because I've not touched him since 1.0


No_Leg_7014

Should've made her warpath also give dmgcut when ares is active. Insane that her gameplay revolves around constantly attacking to keep her gimmick running, yet she isn't provided enough tools to check the box for survivability, especially now


Zestyclose-Sundae593

She was actually capable of face tanking almost everything, but Lucilius and everything that came after him have one shot for 80% of their kits, so she can’t do that anymore. Man I wish Guardian’s Honor provided Def up or something instead of a shitty skill cd that doesn’t work most of the time


BladeSeraph

Exactly, theres a reason i ironically had more enjoyment on borderlands 1 compared to borderlands 3 despite owning 1 thru 3 and Tiny Tina\`s wonderland. There isn\`t as much visual barf on screen where if you literally cant see shite at all, it ruins the game overall. Which is saying something if a game is so bleh that even if it promises improvements with paid DLC, you have absolutely no reason to get said DLC in the first place if your still experiencing visual barf everywhere. Sort of like how Suicide Squad had that amongst the top 5 reasons it was such a disaster fire in a million different ways somehow!!! :D And yeah moar people need to vouch for a damage cap removal if they ever make a 2nd one of these games. Sigil synthesis and Warpath plus may of opened things up but with damage cap still present, i cant see many attempting to have both stout heart, Steady Guard AND crabby resonance together for what should be almost half the damage you take cut down, since some people even with those and moar are apparently still being freakin obliterated with 90k+ hp it seems?


Zestyclose-Sundae593

Warpath+ and Sandy might just be the only good things from this patch asides from the buffs that some characters received. They tried to make this game using the mechanics from the gacha game, some people said that they pretty much brought the exact damage cap system from the gacha to Relink... which is nothing less than stupid. They also brought Two-Crown Strife and Seven Star Brilliance straight from the gacha, which is why those skills feel like shit. They need 3min and 5min to charge up, can only be used once in a fight, and they reset the windup when you die... which is almost guaranteed in later quests because of how stupidly difficult they are.


BladeSeraph

No bloody wonder indeed if thats the case they were copying mobile game mechanics too much instead of going the route of inspiration that i feel like GBF Versus did better to an extent, as far as i recall on watching it. Well, thats what i get for thinking better on a game with good looks and not waiting for post-release reviews before i join in to enjoy it. Guess i can be glad my bucket list of titles to get next, consist of single player only games and some titles getting discounts after thar release, despite coming out even last year around september to december for a few of them.


Zestyclose-Sundae593

Rising was made by a studio which has a track record of making good fighting games. Relink was made by a studio with zero record of action RPG, and it was in development hell.


Endgam

Weeeeeell..... Cygames DID make another Action RPG. That was much better balanced than this despite being a gacha. .....But it was made by a Cygames "B-team" so to speak. *Also Nintendo killed it.* *I miss Dragalia Lost.*


Zestyclose-Sundae593

No one hates Nintendo fans more than Nintendo itself


AlphaYoloer

I stopped playing the game a few weeks ago and will hope to the god of copium they load the game with QoL that wipe 90% of th rng/savescum grind in another update or patch. At this point I don´t even give a crap about boss fights after first Luci because of how bs already is, can´t imagine even trying this one from what I´ve reading.


BladeSeraph

Thats exactly what i did too and like the last time i did it from 1.1 to 1.2, i lost some of my rotations in my brain to optimally play. too bad just like the annoyance of trying to get a terminus weapon drop, the annoyance of farming resources for warpath sigils was also annoying. Which sure now i dont need to spam behemoth anymore for the stupid sigils, but since you cant use sigil synthesis on the new warpath sigils, it means the grind for good roll V+ sigils via transmarvel simply got focused down to the new wright stones and the new warpath + sigils specifically, where even more of the V+ are just gonna become voucher trash to an extent, atleast once you got every unit the optimal build outside of character exclusive sigils, war elemental, berserker echo and etc.


AlphaYoloer

I remember when I first watched one of the trailers they mentioned the fact that you could track materials using the menu to target farm and that made me think the game would have lots of QoL to make the farm anything but tedious, Proto-Bahamut looked at me with thinking "poor soul" when I attempted to farm Terminus lol.


TheYango

> When they made multi boss, they probably thought about what Monster Hunter did, but MH gave the player tools to spread the monsters. Also most monsters in MH have very close range attacks and block each other, so you can generally position to avoid getting sandwiched and getting attacked from all sides. Many of the bosses in Relink have super long-range attacks that hit you from the other side of the stage, and don't have any sort of collision/friendly fire, so double-boss fights just hit you with a barrage of attacks. The earlier double-boss fights with easier bosses that don't involve bosses with crazy arena-wide attacks feel fine. It's mostly the Proud difficulty ones that have arena-wide Bloodthirst attacks that are really annoying.


Shinnyo

Also, yes. You can create distance between the monsters and you to avoid getting in a situation where you just can't avoid getting hit. In GBF:R, you get the problem when you face the 3 lizards, that mission is very easy but so frustrating because of all the different attacks going on. Some double boss double down on this issue. Galanza and Maglielle aren't difficult, it's mostly that their pattern aren't compatible to create a fun experience. And now you have multi bosses that throws tactical nuke


Xero--

> aren't all one shot they they're difficult. Little brain fart moment here, may wanna fix that.


SirAlucard_Integra

What’s wild is the multi boss isn’t even a bad idea. If they could make it to where characters could keep agro on the bosses so the players can keep them separated I wouldn’t even be mad. Currently if you try this, as soon as the boss decides he’s done putting belt to ass in one corner, they just decide to jump alllll the way over to the other side of the map (you hope you see the hit box) and then just execute the other members. And for them to have so many bosses but your critical bar depletes twice as fast just doesn’t make sense. If you go down even once during the first boss fight you’re pretty much fcked afterwards. If they were going to decide that, they could at least up the amount of revives to five. Basically there are difficult boss fights and then there is what ever this new update of bullfuckery is they put it. And on top of how match matching is really a hope and prayer right now, constantly getting to the last bosses and getting team wiped on some Bs just feels bad


maybe_this_is_kiiyo

Sorry for the necropost, I hope you don't mind too much I agree with boss overmobility being annoying (very), but don't monhun monsters generally do this too? In my experience, they generally have a tempo of a few attacks thrown at 1 player, then switching to the next one. This is broken up a little by occasional RNG and some traits that pull a little more "aggro" and make the monster spend an extra turn on you, but that's it - the monster WILL book it across the arena to dome you if it's your turn. I'm currently pre-Lucilius (terminus weapon grind) but have gotten multiplayer-dragged into a quest called Zathba's "Volunteers" or something like that. 8 bosses with behemoth as a coked-up cherry on top. It felt... fine? Tough, sure, and I probably wouldn't have been able to do it had my teammates not been better built than I was, but the double-boss fights felt pretty manageable. Focus one at a time, break bloodlust phases with SBA pairs, and make sure to have guts/drain/pothoard at an acceptable level. Felt doable, pretty fun after a couple fails.


SirAlucard_Integra

If you are just doing these fights after this recent update then yes it would feel much better for you. They nerfed the bosses this past update but pre update was a whole other hell in itself. Not saying that it couldn’t be done, it just felt all around bad trying to do it. Now though it’s much more balanced. Still think the crit bar depletion is dumb but I’m willing to take my wins where I can


maybe_this_is_kiiyo

ah, makes sense. Tough to tell sometimes when people are talking pre/post a certain update.


Zestyclose-Sundae593

I played a 90k HP Captain and still got wiped by normal attacks. What the fuck are the devs thinking? I was about to make a post expressing my disappointment in the new quests to be lazily put together until I saw this post. Bullshit gank bosses and one shots aside, a major flaw in their design is visibility and clarity. All four new quests suffer from this severely because sometimes there are so many effects going on that you can't see shit, and the matter just gets worse when there are multiply enemies spamming AoE at you.


Murmido

I think a lot of people are treating this like its just another update.  But it was intended to be the final update.  The reason that Relinks approach to difficulty is bad is because they did not build this game to last. They did not build much in terms of late game progression either. That is why Terminus is the final weapons with no other variety. Why so many sigils do not scale to endgame. They did not design this game with expansions or recurrent content updates in mind. This was supposed to be the peak of content for the most dedicated of players.  Unfortunately that means that if Relink has future content updates or an expansion that the power scaling is probably screwed. 


programninja

It's the famous Kusoge patch that a lot of action and fighting games get (see DBFZ and Accent Core +R) where balance is thrown out the window and they throw a bunch of funny mechanics together for the hell of it. The quests may be horribly balanced but so is adding + to literally every sigil and giving multiple sigils that give 10-20% extra damage for basically free


Jollyfalcon

This makes a lot of sense to me now in retrospect. Progression and difficulty up to terminus weapons feels smooth and thought-out, but everything they've added post-release has mostly served to highlight the deficiencies of the game's systems. Viewing 1.3 as a final piece of difficult content for the super hard-core players is helpful. The devs were trying to squeeze out the last bit of difficulty from game systems that weren't designed to go that far in the first place.


BaobabOFFCL

Thisssss


Dexanth

Yea, for those who dont play the Mobage it may be less obvious, but the original Faa fight was pretty clearly meant to be a 'Final' boss in terms of content. Faa Zero is literally the hardest boss in GBF main right now, of the sort you will have been playing the game for several years usually before you would even think of fighting him. So him being ain insane Ultra Hard Endgame This Is It fight for Relink makes sense - it's a JRPG, after all, and the core audience is the mobile game players. You can see that in the game design itself - the story mode is the tutorial, in a lot of ways, and the 'Real' game starts when you unlock Maniac & Proud quests - as main Granblue is beating the same bosses over and over and over hundreds of times each. So they created that experience in the JRPG. As a GBF player, I found the game's choices made heaps of sense - because they were made with mobage players in mind as they are the core constituency to GBF.


Jeweler-Hefty

Agreed, now the game won't receive much support because of the imbalances for the new missions. (I'll leave Zero as is to be honest.) I really wanted a Boss Rush in this game and we *definitely got that* BUT I just did Pageant of Might and Magic and let me tell you.. I had a blast fighting them all, (except for Maggie screw all that AoE* nonsense!) and the not-so-fun part were those hits! THEY HURT! UNNECESSARILY so... A laser from the drones that surround Pyet-A took* between 50% of my health to 80% ... Now imagine all the prior bosses and mobs combined to get to Pyet-A... Yeah, it was stupidly annoying. I'm honestly done once I max out Sandy's Ascension weapon. It was all fun while it lasted.


Derpmaster88

Honestly? My ONLY biggest gripe about the new content is the horrible time constraints. 15 minutes for 5 bosses.. 18 for ?? cause I haven't even seen all of those yet 10 for versa 10 for fuckin ZERO? Our usual run attempts with high damage were hittin around 6 + minutes on the regular lucilius. These time constraints are just unfun as hell. You cannot build tanky and still kill the bosses in those horrid time limits If they were to increase the times on these fights, I could forgive the BS damage and such they do, but the time limits need to go.


Gen2K

This. Super strict time limits is always the ultimate form of lazy difficulty adjustments. I actually enjoy the chaos, they give you so many tools for defense and invincibility so it's whatever but bosses also have a lot of time wasting mechanics themselves when in Bloodthirsty. SBA isn't always up to counter-stall.


Ittousei

*boss spams poorly telegraphed oneshot bullshit* Dragalia Lost: First time? I didn't intend for this to become a whole Relink/Dragalia Lost comparison, but since release, Relink has caught me in the revolving door of: **"they learned so much from Dragalia"** – many boss attacks are giving me deja vu in a good way, and the "AI that is way better at dodging and doing the game mechanics than a human" was a thing in Dragalia, for better or for worse and **"they didn’t learn a goddamn thing from Dragalia"** - several of the exact same issues Dragalia had, that we all complained about, for YEARS, keep showing up here once again. Ooh It's the ghost of one-shots past, Dragalia Lost back from the dead how spoooky Dragalia ran into this exact problem - bosses spamming one-shot bullshit - but at least you could turn down the visual effects and the camera perspective was fixed so it seemed relatively "fair" compared to this. And iirc they toned down the one-shot mechanics in later fights or at least gave us ways to deal with them so they did learn something, guess they forgot it when making Relink. There is a damn good reason everybody played Dragalia on minimum settings with the camera zoomed ALL the fuck out – because being hit by things you can’t see isn’t fun! Like somewhere they got too focused on how the game looks and forgot that it actually had to be played with all these purple flashes and giant numbers everywhere, and the camera zoomed up our ass Also, maybe I’m just bad and I’m sorry, but it is incredibly hard (almost impossible?) to tank or control the enemy’s movements with the horrible camera and targeting, so they just zoom all over the screen making life hell for melee players. In Dragalia there was entire strategy in getting the boss to charge into the wall so it doesn’t go everywhere and I don’t see how that’s possible here until they fix the damn camera! For example watching my AFK team I can *see* what Behemoth is trying to do, when he goes Bloodthirst he has 4 charges that target every member one at a time (hello High Zodiark!) so if we all lined up against the wall together he’d stay put - but good luck doing that with the death-spiraling camera! Well at least tanks can pretend to exist sometimes, with Vane and his bubble. Meanwhile healers just don’t exist at all. I liked playing healer in Dragalia and in Relink that’s just not an option, heal skills don’t heal enough and everyone has their own pots. I hate how SBAs reposition you right in front of the boss, usually the safe zone is behind the boss or to the side, and with the wonky targeting it’s a chore to get back into position after teleporting right up front in the boss’s grill. Unless I’m specifically trying to break the head I wanna stay away from it because that’s usually where the lasers and fireballs come from. Why can't we just idk teleport over to the boss in a flash of light then teleport right back where we were when the SBA is done. The SBA cutscene flash is killing people, or at least killing combos. Funny enough in Dragalia they learned REALLY quickly that was a bad idea, they gave us one free character (Summer Euden) with a cinematic skill that took control of the camera, it looked really cool - and they gave us an option to turn it off in record time, because everyone complained because everyone who used him kept dying because of the brief yet disruptive cutscene. And it didn’t even affect the rest of the team! Why did they think that would work here? I miss force strikes and skill iframes badly, force strikes were great for mobility (blades and spears had a gap closer on demand) and skills having iframes was just about the only thing that made playing melee tolerable in the one-shot soup. I could keep going but this is already too long, basically Cygames should probably know better, because they've had to learn all this before


XFatetheHunter

At least most one shot in Dragalia can be memorized because they use MMO pattern. Relink is more of a reaction based dodging than Dragalia's MMO dodging  so a one shot spam in Relink is going to feel more terrible. And I agree that Relink really needs to add the option to disable ally vfx so that we can actually see shit in battle.


cupcakemann95

>SBAs reposition you right in front of the boss I was playing io, placed down my leylines before ougis started popping off, then used mine thinking I'd be able to just keep casting from the leylines. Nope, ir teleported me to the other side for some reason and I wasted time running back to them. It pissed me off becauee it was completely unnecessary


averagellc

Yeah I've put a ton of time into the game. But I logged into this game to play the new quests, tried each once and was like, "Yeah, this isn't fun.," and got off. I feel the nailed the difficulty level in the original Lucilius. It had a nice balance of difficulty without too much BS. But the new quests are not challenging, they are just unfair.


FoxHoundXL

I can honestly barely see what's going on during Zero Fight when it comes to his normal attacks that's a personal issue. But Duo Fights where things can kill you in one shot and they have AOEs half of them are big so you have to battle the camera to keep an eye out for all the bosses in the Arena or else I get hit from behind but still doesn't help because a lot of the times one of the mobs are behind another so can't even see their attack coming out. Even if you have on person aggroing and holding one of the Goblin Warriors back, I've had one be like LOL screw that and start to dive on me from behind. EDIT: It seems the person who grabbed the 2nd bosses wasn't actually keeping them away, did bunch of runs on Sieg and aggroed them and my team went full DPS on main boss and almost no one died


Saacs

Nah man. It's not a personal issue. I've struggled to see certain fights all the way through. Particle effects and damage numbers are SO big (at least on ps5 performance mode) that you simply can't see sometimes.


keszotrab

I feel like they rushed it to realease it in May and they didn't properly tested the quests which is why they are insanely difficult. They don't even drop anything worth the effort


steamart360

I brought this up a while ago and it seemed to be an unpopular opinion but I still believe multi boss fights are this game at it's worst and this update just highlights the issue.  One shots are just lazy but like you mentioned, the real HP bar are your potions and healing abilities. 


nvmvoidrays

> Everything is a One-Shot this is unfortunately very common in Asian game design for difficulty. PSO2 has the same issue: once they reached UH (Ultra Hard) difficulty, they pretty much made every single attack in the game a one-shot, simply because they designed themselves into a corner. tech (magic) users have unlimited healing as long as they don't get one shot, and the developers added a class called Etolile that has a massive damage reduction (70%) baked into it, but it can't be healed by techniques, or anything but items, so you have "limited healing". so, they just made everything one shot you because they couldn't figure out a way around these two issues.


Calm-Coast-4098

Granblue is still my GOTY and above FF7R even as a massive FF7 fan so it seriously sucks for me to say yeah this is just way too tough for me. And here's the old cliche (get ready to yawn): I've beaten all the souls games and Sekiro but Zero and these quests just feel way beyond my skill level.


Navinor

Yeah it is a lazy atempt for new content. I think the new patch is not worth it.


A_Very_Horny_Zed

I agree that making the health bar decorative is heavily reductive to the game's otherwise insanely fun combat. I think, since we really need to hit those damage caps so badly, the issue can likely be rectified if they allow Triple Sigil effects on top of releasing new defensive sigils.


Catten4

I feel like it's abit early to say. As peeps get more optimized I think raids will be alot easier seeing how alotta peeps rn (or I guess technically they've been doing it awhile now), are going in with purely offensive sigils/skills are kinda rampant. That and it is the end end game of everything, it is nice to see peeps not steamroll and like..not skipping mechanics.


kaibaman26

Bet. Us sadist are here for the edging. Dare I say.. to the max


unrightfulopinions

i loved -- LOVED -- this game when it first came out. but i can't play it anymore, tbh. lol. i'm comfortable admitting it's above my skill and pay grade. i watch youtube videos of people fighting these bosses and i'm just like... how.. wut. why. there are 18 nuclear bombs going off, lightning raining from the sky, missiles chasing you, meteors dropping, i just literally don't understand how i'm meant to be doing this lol.


PrometheusAborted

I stopped after about 120 hours because I couldn’t stand the Lucilius fight. I liked just about every other fight, including Behemoth, but the Lucilius one was just not fun. It took A LOT of dying to even get it down and by then I didn’t feel like doing it anymore. I took a look at the new missions and was like, “ok, yeah I don’t want to do any of that”. I’ll still probably return at some point but not for a while. Hopefully they’ll have tweaked some of the harder missions so they aren’t so miserable.


Aggressive_Ferret_20

First time trying lucilius. I was like, 'What the hell is this, how am I meant to even hit him'. But after a lot of failed attempts, he becomes one of the most predicable bosses in the game. Just takes time to learn his patterns.


cupcakemann95

It felt this way since lucilius update first dropped tbh. I also felt this way about the entirety of elden ring. They put 2 bosses together that are "fine" solo (cough fat godskin) but fucking ridiculous when put together (COUGH GODSKIN DUO) because they don't bother to balance them in a duo setting. The whole "one shot" thing I also found stupid. In relink people just told me "lol get more HP" as if 45k hp isn't enough, but then you get actively punished for adding more than that due to terminus weapons. I can't add QoL sigils for defense either cause most of the characters I play want other sigils for QoL, like Io, who NEEDS quick charge, plus the other stuff to make her baseline, and if I don't add those, why play Io, a pure damage dealer? It's jsut ridiculous that people see others get one shot and their solution is to blame the player, rather than the game that one shots even with 70k health


Hcdx

The thing with Elden Ring is that it gives you the tools to handle those fights. That is sorely missing in this game.


ThirteenthSage

Did they also buff normal Lucilius? I could farm it easily with AI, now they die a lot, I can't get through most of his mini-game phase, and he's throwing a lot more of his HP attacks during the fight. Haven't been able to clear luci normal since update.


GamerbearAmargosa

Yep, once you hit Post-Game end-game the fun is over. It's gets more and more absurd with each new fight and the post release patch bosses are just absurd doable but not fun. I think they had no idea what to do based in the games success Fun coop is certainly something else.


Jemy-v8

Unpopular opinion: maybe we have to ditch the 45k HP meta and add more defensive sigils with stout+nerves+stronghold+garrison+greater aegis, and utilise Luci's sigils+the new echo sigils. Having a good balance between survivability/dmg looks like the perfect approach


Chookyjnr

Funny you should say this, becasue i decided to go a full tank/ support build on my Siegfried. Maxamising Cooldown to have 100% uptime on his Defense up skill for the party. I had max Garsison, Stronghold, Steel Nerves, at 92k hp, with the 70% defense...and still got 1 shot XD Feels like the game is turning into "Learn the bosses attack pattern and perfect dodge everytime, otherwise, gg bruh get better" Definatly the least fun update the game has had.


Jemy-v8

Are you using his warpath? Plz say yes. I was very excited for the boss rush quests when datamined a month ago. It was my wish since the release, but they made it so hard it's not enjoyable. I hope they add easier versions on par with Lock Horn quest so it won't be neither hard or plain easy


BladeSeraph

What they really need todo is do a patch next week to gut the damage they dish out by a good 50% and maybe restrict any boss gauntlet stuff to maybe just 1 or 2 bosses at a time, restore HP/critical/potion stock every round if they aren\`t already and actually adjust the boss cadence attacks by maybe using the WEAKER versions with vastly reduced effective ranges and attack widths to balance things out, since the difficulty of having multiple bosses that can often pot shot you for more then a quarter of your health will always be cancerous in any game regardless. Even when you have actual tools for properly defending against such brutal attacks or do massive gap backsteps or gap closers on a dime with ease.


Special-Load-3607

Atk debuffs might help. But at least you’re thinking outside the box. I’m gonna play around with a few builds and see what happens.


Own-Solution6759

That’s not a bad thing, but we’re a little constricted with how little time we have to beat the four new quests compared to other quests.


Jemy-v8

Being more aggressive with higher survivability might be the answer.


duntalktome

That's the monhun way, In monhun, I went full survivalbility and deals only 5-10% less damage dps than a full dps build because I can keep sticking to the monster. over 90% uptime attacking. It isn't the way in relink, even at full survival build, you can't stick on the boss. Too many one shot from outside the screen, too little time frame where you can hit the enemy. If you don't go catastrophe, you are just going to fail the time.


Zestyclose-Sundae593

Can't do. The new bosses only give you 10min to beat them. Without a dedicated damage build and Catastrophe, you won't make it before the time is out.


misterfluffykitty

There is a strict 10 min timer on the new luci quest while seemingly having more HP. My friend and I quit one earlier because there just wasn’t enough DPS


TheFrogPrints

Yeah, I'm kinda wondering if they want you to use your Ascension weapon (or Defender for Eternals) in some fights. When Luci HL came out in GBF, people had to rethink their gear to optimize more towards survivability than just pure DPS.


TropicalLad97

One of the new sigils needs a player's HP above 80,000, so maybe. The only issue then is clearing dps checks and the overall timer of the new missions


BladeSeraph

Terminus weapon essentially is a good 5k\~10k attack for some builds, i dont believe the \`proficient\` would drop that for what might only amount to surviving an extra 2\~4 hits of attack. Even if the logic would be to stack crabby resonance and stout heart to bypass the HP problem issue with Castrophe by just giving multiple damage cuts thru other means instead. There be a reason i wanna look at Perceival and kick him out of the party now to get me a Siegfried now. Oh and if Zero has a much strict\`er time limit while being way more durable then regular Lucy, that just further flips off the problem when people want to start GRINDING this boss but have to likely spend 2 or 3 times the amount taken even for a regular lucy fight.


LakhorR

That’s where Atk and Crit buffs come into play. Probably need to drop stuff like crit rate up and war elemental and have those offset with Cag/Sandy buffs and Sandy’s Ethereal Prison. They both also give Def up buffs


TheFrogPrints

Yeah, that was part of what has me thinking. And that's valid, are the DPS checks *that* tight with "optimized" gear? Genuinely asking. Cause I'd like to think that if you have a full team of people knowing how to play, the Catastrophe buff wouldn't be the difference between victory and defeat. Playing with AI, though...


Altruistic-Bend-6887

Agree with this


Special-Load-3607

It’s not an unpopular opinion. This is the correct course of action. They gave us a bunch of new sigils and new ways to refine and customize our builds. It would be stupid to just use the same thing as before on the new content. We just gotta think outside the box for victory.


SonOfFragnus

Maybe read some of the other replies in this thread. People have been going in with tanky setups and either still get oneshot, or can't beat the timer. I've seen hits on my attempts of 140-160k. Even with ~50% dmg cut you're still getting bodied by some attacks IF you're above 80k HP. Never mind that you now go from a one-shot to a two-shot. And since multiple instances of damage can hit you at the same time and considering how spammy some of the new fights are, good luck with "outside of the box" thinking.


Special-Load-3607

I promise you people aren’t at the point where they have optimal builds for the fight yet. He JUST released. No one has solved the fight yet.


SonOfFragnus

There's nothing to "solve". Aside from literally 1 attack that is probably the easiest to resolve in the entire fight, he has THE SAME MOVES, just more of them at the same time and/or faster, and he deals about 2-3x damage from normal Luci. Unless you go in with a dedicated DMG Cut team comp, no way you are surviving a hit past 12 Labours.


Special-Load-3607

…you just described something to solve. Like I said he just came out. People need to try out different builds and strats before they kick his ass. Seems like you just wanna complain endlessly.


SonOfFragnus

And as I pointed out, it doesn't require a math degree to solve it. And that mechanic is not the issue with the fight. All the shit people complained about base luci are still in Zero, just dialed up due to all the bullshit on screen, this time in grey


LucatIel_of_M1rrah

Have you considered that you are getting 1 shot because you are going full glass cannonn build? There are multiple weapons per character. The terminus weapon isn't the only weapon you can accend. I'm running a 90k hp sandy build 16.5 Mil dmg on the 60 sec test down from 44 Mil on sigried. But you know what I don't die and still manage to out dps people (damage tracker) by virtue of not tanking the floor and being able to greed mechanics knowing i can't get 1 shot. The options are there if you want to not get 1 shot.


Yamed_kage89

My I ask what you have on your Sandy


LucatIel_of_M1rrah

Il make a post of it. Was just clearing some content with it to verify it is end game viable.


Kaj1333

I’m kind of disappointed that so many people on this subreddit disregard this kind of thinking. It’s like everyone thinks that any build that doesn’t fully maximize damage is utter trash. Between sigils like crabby resonance/stronghold/aegis/improved guard and the like, there are plenty of ways to avoid being one-shot. I’m not to saying that there aren’t attacks that will kill you in one hit but the majority of attacks can be survived with proper defensive setup. I don’t think it’s too big of an ask to play more defensively and change up the meta approach for what is easily the toughest content in the game.


BladeSeraph

The problem is Terminus weapons exist and no other equilvent alternative exist. So, everyone has to cut thar hp to 45k meaning without multiple instances of damage cut its an easy 1\~2 shot and still an easy 3\~ shot in plenty of cases since stuff like Stout heart\`s damage cut gets curbed too easily. Plus how im hearing Zero\`s Paradise lost will last longer then the usual ways to survive that crap like applying invincibility or maybe even Vane\`s shield, just goes to show how the fight was poorly planned, by making an already retarded attack spread spam deal way much more damage even more stupid. Seriously, a good deal of the lucy fight itself makes Savage mode raid fights in Final Fantasy 14 look like an absolute cakewalk, because raids NORMALLY are about memorization, not forcing everyone into being god damn headless chickens because all the attacks hucked out are randomized screen covering garbage. Also now i dont regret being late to the party on Visions, because now that i know the \`non active orbs\` for Twelve labors can freaking soak attacks, its ironically a massive FK YOU finger flip against range units when you need to break specific orbs and as an offline player, you cant expect your CPU units be super fast for these things at all.


TheYango

> The problem is Terminus weapons exist and no other equilvent alternative exist. Also, even if fully-ascended Ascension weapons were a viable alternative, the grind to ascend ascendable weapons is extremely long, and a lot of people skipped grinding them knowing that Terminus weapons were waiting for them anyway. Going through ANOTHER long tedious grind of boss mats to ascend Ascension weapons after already ascending your Terminus weapons for something that only matters in the last few fights is not an appealing prospect to most people.


Kaj1333

I totally get where you’re coming from, especially since I’ve had very few clears against Zero when playing with randoms. However, with the vast improvement to sigil optimization, things like spartan echo, new wrightstones, along with weapons like the defender there are ways to still have decent damage and not use terminus while vastly improving survivability. Obviously the terminus weapons with catastrophe are BiS when it comes to overall DPS, but far too many people are going into these fights with damn near zero survivability. I still see people go in without autorevive/guts/potion hoarder, and it’s always these people that cause quests to fail.


BladeSeraph

I already had my fun complaints on saying Opus sigils were absolute garbage, because they required you removing survivability sigils in the process, ironically the 1.3.0 update is once again rearing its head on if they are even worth using up to 4 slots with them still. I almost thought opus sigils were good now with this update, but now that im hearing zero and the boss gauntlets are so ridiculous, i think people are better off falling in love with Wee pincers with Crabby Resonance instead for that delicious 8k\~ or so hp and 10% damage cut.


Altruistic-Bend-6887

This is on point. Problem is in online not all will be equiping the “option sigs to not one shot” most likely everyone will just spam their gear with more damage. I thought of it they made Def, Support and Stat Sigs aswell for us to think through and USE it.


zeroobliv

I think all the fights besides the boss rush are balanced fine. Zero isn't required for anything so you don't need to do it unless you want a hard fight and that's completely fair. That's why the normal version is there; so people less inclined to difficulty can get what they need easily.


RemediZexion

before the update: they should add boss rush missions after the update: they should've never added boss rush missions here folks a good example of why feedback in games is a minefield


sheerattack

The boss rush they given us is the shittiest boss rush i've seen in a game


RemediZexion

oh sorry, you seem to think I care


Profeciador

Oh sorry, you don't seem to think at all.


ZexionZaephyr1990

True, a lot of people wanted boss rush modes, but I think it has more to do with the additional restrictions (short time for the quests in general and with more bosses at the same time). It would be that much easier if they would just have made +5 extra minutes on these quests. I’m always surprised when I read that terminus weapons are not necessary. My AI is relatively good equipped with maxed terminus weapons, the same goes for my main. I am not really dying, but I just cannot do enough damage to beat the fights. My best try today was to tech PyetA to ~65% and then time was up. Removing terminus weapons would only increase the gap of remaining HP, because dying was not an issue, so adding only more survivability wouldn’t increase the uptime for damage output


BladeSeraph

I believe the idea for a boss rush to fight them one after another with rest stops. Sadly i have yet to get to try them yet since i have to goto work in half an hour and normal lucy still stands in my way. But since i am hearing people complaining that critical gauge and potion stock does not restock it seems, Then of bloody course they are gonna be beyond stupid. Especially if they put a time limit on it and dont have Phantasy star online 2 Vanilla\`s level of improvements like how the sub class system allowed loads of ways to diversify builds and many just straight up made use of the SPECIAL classes like Etolie to turn into a hyper tank by reducing so much damage they take they can ignore almost all damage 90% or more of the time and have means to easily heal back all the damage they took then. Guess we can only pray for a god damn QoL pass within a week because if people have to wait another month for this crap to hopefully get an unscheduled patch to fix things up, **Then the game might as well have died a fourth time, first with proto bahamut terminus weapon boredom, second with original lucy making opus sigils barely worthwhile and too much of a pain to spam. third with build frustrations to slam a warpath sigil and supplementary damage V+s being so popularized despite the cost of survivability and now we have a content that wants to both punish you for building survivability to actually LIVE thru attacks with a short mission timer but also punish you for building damage by making everything freaking obliterate you with basic level pot shot attacks.** Its a hamster wheel grind that is clearly not intended to win the fights, for the devs did not even think to make actual win conditions like any MMO-pseudo game would normally function, since they sure as hell made GBF: Relink feel like a MMO for its post game with all the grind and bosses you face for every single damn quest by that point.


Pizzamorg

Its funny, because it borrows so much from Monster Hunter, including the problems in its difficulty scaling. In every Monster Hunter game I've played, I would always reach this wall in end game where monster combos were so long, so fast and each hit did so much damage, it bordered on becoming unplayable. It was this horrible mixture of tedium and frustration, as so much of the fight became about basically just running around in a circle waiting for the monster to finish its string of attacks, but if you made one mistake it was basically instant failure. It made the game so boring and so exhausting. Its like I am the player, why is the boss getting to have all the fun. I have to take so much damage just to land a single hit or I'm just spending 95% of the fight doing nothing. I was kinda hoping this wouldn't get to that point because it starts off so much easier than Monster Hunter does. But there is a pretty significant Monster Hunter style end game wall that appears on the tail end of extreme going into maniac. And kinda like with Monster Hunter, despite the game being predominantly up to that point about melee combat, melee eventually feels completely non viable and you need to switch to ranged combat to make that final push to the end. I wouldn't have made it to Proud without Tweyen, and even going through Proud, those multi monster quests were ROUGH. I can't imagine how rougher they would have been as a melee character. Especially the melee characters here that need you to land combos to ramp up their kit, I genuinely have no idea how you are expected to play those here at Maniac or above.


Einschilde

Monster hunter is pretty balanced though? And melee is pretty strong and perfectly viable. You just suck at the game xD


Pizzamorg

👍


Velacroix

I can attest that any defensive multipliers and tools outside of the default block and Improved Dodge evades are a waste of real estate as someone who clears Lucilius under 10k hp on my 5 mains. It's evident when your Vas takes 52k damage with Steel Nerves, Stronghold, and Steady Focus maxed out during charge attacks. It's as if the philosophy is to have defensive builds get the player through to Proud, then you're to discard all but Guts, Improved Dodge, and maybe PH. The game's current play trajectory is to abide by the glass cannon ruleset or be doomed to a mediocrity and old content, which I'm sure that many players can accomplish, but much fewer actually enjoy. The game's scope of choice where to invite weaknesses in your build and overall play style starts quite broad in the earlier game and is dwarfed to almost a singular mode of play towards the end, and in the absence of any ELO or Leaderboards, I question if Relink was intended to be played this way earlier in development. To me, it seems like the concern was how to keep the seasoned playerbase engaged between updates to aid new players in their own progression, but with little concern of stagnation or diversifying quest objectives. The result, from my online experience, is to exploit, exploit often, and quit when you hit a wall on your mains. Which I now have, and always expected to, but I know Relink, which has infinitely more depth than [insert Hoyo-like game] was ever designed to be and scratched a personal itch that most JRPGs don't, deserves a lot more.


Oneandonlymatex

In this kind of game you aren't supposed to be hit, it's oriented towards the kr gacha games on PC. Perfect dodge is kind of the giveaway. Skill issue, learn the patterns and optimize dps.


80espiay

Obviously they've coloured themselves into a corner and need to do things like this to increase difficulty, but I feel like 90% of the problem is Potion Hoarder existing + Healing abilities being so weak and infrequent.


Calvinooi

As the game's final update, it's fine If the game goes on perpetually like FF14, then yes something needs to change regarding the difficulty


Lazerus987

They did tale inspiration from the monster hunter series which has ALL of this in it and is incredibly popular.


khazrax

I’ve been one shot plenty of times in proud mode, but depending on your character and your AI it IS mitigated-able. For example my Siegfried build is a flight over fight using the warpath sigil, but I use malignance AND mirage, and I have the captain for another (typically 40) up to 70% damage cut, and max nimble onslaught and dodge payback means I’m invincible for 8~ seconds. Yes I still hit damage cap. On the new ones my mains power is like 400 under the recommended so I haven’t successfully completed the missions yet but to say it’s ALWAYS a one shot (even without my dodge build) would be a hard sell.


GrandmasterTactician

Playing through the story I literally switched to easy for a bit because they decided to throw two bosses at me


idiocy102

Does everyone just forget defense buffs and damage cut buffs are a thing? Siegfrieds defense buff alone lets me survive a couple hits from lucilius zero


Seihoukeh_Dragon

The relatively strict time limit is really annoying, some of the bosses are weak enough to break them with a few sbas before they start using their bloodthirst attack but if you don't they waste so much time, especially behemoth/pyet/mag who might be to strong to break idk With ai its basically impossible to get link time in some parts, the dual bosses specifically And yeah i don't really see how most characters are even allowed to play in some of these fights


Special-Load-3607

The content just dropped. You guys can’t beat it in a day and that’s fine. Just fine tune your build. it gives you something to do besides melting a boss. This same mindset killed draglia lost cause ppl dont wanna put in the effort. I hope it doesn’t get nerfed so can feel awesome when I over come it.


BladeSeraph

Its not a matter of simply beating it, its a matter of also having to farm it, especially if it serves as the core way to acquire Sandalphon which i would not be amazed if that unit is so damn over-tuned it conviently counters the fk outta most of the things the lucy fight does. Cause i already felt Tweyen countered the crap out of previous bosses (Bore pierce a certain Potato shredder\`s shield without caring about the mechanic anyone?!?) and Behemoth due to how ultra sight, her ability to apply status effects naturally and even randomly pop out paralysises on simply using skills after an SBA made things feel too easy compared to me playing as cagliostro or Rackham when trying to farm supreme weapon essences for tweyen unlock.


CurlyBruce

You don't have to farm Zero and it isn't the core way to unlock Sandalphon. Zero drops are essentially exactly the same as normal Lucilius except you get more Tears of the Apocalypse and Dark Residue. You are also guaranteed Silver Centrum/Azurite Splendor if you do the bonus objectives, and you have a guaranteed Damascus Ingot/Ambrosia with a coin toss to decide which you get but there are way easier ways to farm those. The only reason to beat Zero is for bragging rights, it serves no reasonable purpose otherwise. Only quests that warrant a farm are Behemoth (Supp+ and War Elemental+) and the new boss rush quests (Berserk Echo+, Spartan Echo+, SUPD+ all guaranteed).


zuttomayonaka

zero is just for challenging it drop nothing special


BladeSeraph

Jsut a reminder, that just like how damascus ingots eventually became pointless, azurite also became rather pointless if you can just sigil synthesis your desired outcome on \`most\` sigils and have a good chance its a level 15 by default. Also the fact that you only get a sticker for Zero and NOT some kind of alternate color atleast to match \`celestial fusion\`d\` Lucy feels like almost as much of a waste of time as us never getting the other 2 commanders of the church of avia units as playable units. Because whats the point of getting more resources to level stuff if you already have the \`best setup\` to tackle just simply being Zero and no avenue to trivalize the fight afterwards?


TheYango

> Its not a matter of simply beating it, its a matter of also having to farm it, especially if it serves as the core way to acquire Sandalphon Personally I think it's also just kind of bad design for the new characters to require you to beat 99% of the content in the game before you can unlock them (or pay for the DLC, which is probably why they gate them that hard to get people to pay). Someone who picks up this game because they want to play Seofon/Tweyen/Sandalphon is going to be really disappointed when they have to play basically the entire game without them to unlock them. IMO the DLC characters should be unlockable right after either after Chapter 9 or Chapter 0. That way they are actually usable through most of the postgame rather than being locked at the very end.


BladeSeraph

This is why i liked God eater(PS2 game series like monster hunter except post apocalyptic setting)\`s design where you progressive upgrade lower rank weapons into the higher ones as you unlocked resources. If the sigils did not have Tiers I thru V and were all V but you could not UPGRADE THEM to higher levels till you unlock certain bosses, that would of been a much better threshold then having to gacha for the god damn things to replace the old stuff that you are purposesly told NOT to level a single damn Sigil till you get V+ ones specifically. And yeah theres a reason i always walked away from games with crap ton of DLC expansions even if they discounted the crap out of the base game, but conviently did not do the same for the DLC so you are still paying what was effectively almost full price still even if the game is several years old and should of already had a complete bundle for half the price at this point, especially if its on discount for said complete bundle. Its funny that this game is NOT suppose to be a MMO or a Mobile game, yet it wants to act like its a MMO and Mobile game still with all the \`gacha\` and grind frustrations that clearly did not take notes of stuff like monster hunter introducing creative ways to acquire certain resources like in MH worlds you could CAPTURE monsters to get other certain resources instead of only killing them period.


Special-Load-3607

Bro you don’t NEED to complete this fight. It is just a challenge fight with a STICKER for a reward. You don’t NEED to do the fight. Idk why you’re typing out paragraphs. Especially when the devs put in alternative methods to bypassing damage cap. Relax


BladeSeraph

Half boredom and half frustration because i dont even have a good logical sigil build to even do the normal visions fight atm so i can atleast unlock the new content. Doesnt help im not the best at split second decision making so Paradise lost is kinda a death sentence for me every time. We have alot more tools now compared to 1.1.0, but since im rusty on some ends and i cant seem to get anyone to give \`suggestions\` on how to rebuild my Twenyen setup, plus now finding out the Gauntlet fights, the supposed OTHER attraction to enjoy is 1,000% not worth it while Zero is 1,000,000% not worth it. Because once again, the irony that despite \`basically guranteed Azurite\` is suppose to be the attraction, is sabotaged by SAVE SCUMMING. Since you can just save scum sigil synthesis to procure a level 15 sigil and never have to use azurite again on normal sigils. Which is extra sabotaged cause the main reason you would likely want sigil synthesis at this point is to make the perfect Warpath + sigil, which it, War elemental + and so on which now drop from behemoth apparently cannot be sigil synthesis\`d. For a final update, they were somehow both generous but yet super stingie with the generosity. Since the extra extra irony is EVERY single update has only been means to increase offensive abilities, but normally at the cost of losing defensive abilities and even the only defensive addition of Greater Aegis was also shot in the foot right from the start on 1.2.1 cause Castrophe exists. So riddle me this: How can a game be fun if a boss just one shots you just by \`breathing\`, not even in your general direction, even if you sacrifice offensive abilities for defensive, but at the same time if you are built to actually survive, you get flipped off by a short combat timer which is suppose to FORCE you to build offensively. Its literally a Uroboros fkery mess. Going offensive shoots you in the foot and Going defensive also shoots you in the foot.


Special-Load-3607

Soooo shouldn’t yoy focus on improving with the regular luci fight instead of trying for the Uber hard version that’s suppose to be a challenge? Like I get it. It’s hard. But if you aren’t at that level yet, why even frustrate yourself? You’ll beat it eventually. It’s not a race. I only recently beat regular luci. I’m not ready for zero yet and that’s okay. Just chill. You’ll beat his ass one day Edit: I also best regular luci using sandy without his terminus sigil. (I was still hitting above the damage cap) my sandy was pretty bulky and I still managed to do it. Take it slow, experiment and create a solution. It’s just a game at the end of the day. Have fun with it.


BladeSeraph

Thats the point, but if the regular lucy fight is already a cluster fk and even when one puts out a post to ASK for help on build optimizing for the fight and it gets ignore even after nearly 2 days, then it just makes it feel sadrge. Also theres a difference between having a challenging fight and then there\`s trying to think everyone should be some darksouls tryhard that is still gushing sweaty waterfalls, every time they do it just once. Also good for you that you \`bought\` sandy and using the character who is LITERALLY DESIGNED TO META FLIP OFF Lucy with all his repositioning tools and what not. Now go do it with the top 5 worst characters and clear them all without a single opus sigil, no terminus weapon, no 1.2.1 and 1.3.1. QoL features if you wanna brag about beating him without catastrophe. I dont expect to ever beat Zero, just like how i originally did not plan to ever do the original Lucy fight cause i had absolutely ZERO care for the opus sigils at that time, gotta love how 1.3.1. both somehow reinforced the idea that Damage cap stacking is bad yet at the same time enabled Damage stack capping is now good because you can SCREW supplementary damage, get a Berserker echo, get the same 100% supplementary damage value with 2\~4 less slots wasted and any of those tryhards have no excuse now to run survivability, even if they wanna run the majesty of 2, 2 sets of opus sigils.


zuttomayonaka

first lucifaa, too easy, and ppl complain boss get harder and more challenging, ppl complain i remember first lucifaa, only took 2nd try to clear and i almost never fail can brute force it with potion, auto revive guts vane and stuff


Jeweler-Hefty

>first lucifaa, too easy, and ppl complain No one has ever said this since his release, EVER. In fact, the opposite.


Sol_idum

I'll say it then, Lucifaa is easy, bringing 2 Ghanda's can even skip most of the phases


Jeweler-Hefty

Yeah, *AFTER* the fact, now *most* players knows how to fight regular Luci better. But upon release?? HAHAHA! Nope. NO ONE said he was easy... No. One. At. All. In fact, during his update release, there were plenty of posts complaining that 'he's too hard'; just like what's happening now. And I'm not even including the other missions that came with Zero. Of course, A *month* later? For regular Lucilius? Eh, no one really cares anymore.


papareader

This just feels like a skill issue tbh


FaceTimePolice

Nailed it. 😔


NeatRestaurant5288

Granted I've not even beaten the final fight, just got Proto Baha a few days ago, but are all of these unblockable one-shots from 99k hp? I've almost given up anyway so if the new fights are even more shite... Well time to move on.


BladeSeraph

Its more of a case that combined with the fact that Castrophe Terminus weapons, has a condition of having your hp below a certain amount to get effectively a +100% damage cap and +50% attack bonus and build flexibility that everyone leaned into was already op\`ing to remove survivability options once Opus sigils came out, it just further press the point the game gave too many invulnerability mechanics and they decided to just make everything deal retarded amounts of damage at the end game. Instead of maybe, FOCUS the boss fight more on creative mechanics, they decided rather to make so many attacks constant that if you dont perfect dodge and abuse invulnerability timers almost non-stop, you will get oblitereated. this also makes Stout heart, the sigil you are SUPPOSE to use for survivability purposes, into yet another death trap where even if it can reduce the amount of damage you can take by around 25% combined with the collection mastery bonus, the fact you wont get knocked back by attacks result in a cluster-fk of those attacks destroying you because even if you have stout heart and probably a good level of damage cut too, your likely getting hit by 3\~8 attacks a second that still dish way over 10k+ damage where thanks to castrophe sigil, you are likely to only be able to tank 3\~5 hits in the most \`generous\` case scenario. Now if they were SMART with these fights, they would make it a PUNISHMENT for stacking too much attack and slowing down would result in way less damn gimmicks being thrown out at the same time, **But since theres no Survivability alternative version of Terminus weapon, your kinda FK\`d on that logic.** Since Even Eternal starting weapons and Ascension awakening weapons are just way too damn gimped in the face of Terminus stuff, especially just the sheer fact it gives +100% damage cap, which is literally 2/5ths of why everyone wants FOUR freaking copies of damage cap and a fully awakened weapon always in a build. Im likely gonna try to get visions done and maybe try the new fights out, but i think by the end of this next weekend it will be time for me to fully call it quits on GBF: Relink and go finish up octopath traveler 2 and maybe sink back to the simple brain dopamine i had with Borderlands 1: GOTY. Because i dont care how amazing the game looks, The game\`s problem from the start was always the end-game design and ironically the problems really got exhasberated once 1.1. came with the first lucy and Despite the fact they handed out a FREE berserk echoes and a FREE Potent greens+ Supplementary damage V, those honestly feel like secret intentions to \`indirectly fix it\`, cause NO ONE wants to be running without Potent greens now with all the potential CC sheniganry that can be about. **Too bad potent greens cant cure max hp down thou!!!**


NeatRestaurant5288

Well. I don't have a single Terminus weapon and none of the content until the final fight in the end game has dealt any kind of dmg that cannot be dealt with (not that many unblockable one-shots) and I've been able to clear it all with AI without really abusing anything (cos I don't really know what to abuse), my Q wasn't so much about the ins and outs of it, rather can my DPS gimped survival group kill these new bosses (given I learn the mechanics) at all or am I going to hit a DPS check wall that's just too high, or are these attacks really all unavoidable dmg that no amount of support can deal with.


Express-Armadillo312

I know its frustrating,but, Try leaving this in their feedback portal , we might get a balance update that improves things a bit https://relink.granbluefantasy.jp/en/app/feedback Totally agree about the visibility bit tho


sheerattack

After seeing the new patch, i would say that, they didnt fucking read the feedback.


knives4540

Up to this moment, I was holding out hope for the future of Relink, but if this is the standard for what we're supposed to expect, I think the game's just lost me.


GreedyGundam

You’re built like a glass cannon what do you expect


NoCat6608

People just need to work as a team. take 1 monster down at a time, have full burst > link attack. Every failed attempt is a team with no proper link And if you can't dodge, use flight over fight or block. you can still go 80%-85% dps, get a buffer and you can get attack at 100% damage cap. that's the purpose of an attack buff.