History ThatOneLevel / FinalFantasy

15th Sep '17 7:22:36 AM Steven
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!!VideoGame/FinalFantasyXIV
* Brayflox's Longstop is the point where the difficulty is kicked up a few notches and tests the players' ability to adapt to changing situations and knowing how to utilize their class properly. All three boss fights take place in pretty tight arenas that leave little room to manuver around when a big AOE attack is coming.
** The first boss is pretty unremarkable and just poisons the party and summons a bunch of mooks every so often, as an early warmup of sorts. Nothing too stressful.
** The second boss traps a party member in a Queer Bubble that does damage over time and interferes with abilities in general. Not good if he traps the healer and your DPS isn't paying attention. Once he's almost dead, the final boss swoops in for a quick change of pace, then flies off again.
** The actual final boss fight spews poisonous AOE pools that will quickly overtake the battlefield and leaving the boss on the pools will have its HP regenerate, forcing the tank to pull them around. Fortunately not as bad in recent patches; unless the party is heavy on melee DPS or Aiatar targets the tank regularly, the pools are fairly evenly spread and also don't provide too much regen[[note]]In earlier builds, even one pool was sufficient to rapidly regenerate Aiatar's health, and he used the attack very frequently.[[/note]]
* The Sunken Temple of Qarn is one for several reasons;
** You must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many.
** The first boss has an attack that inflicts Doom (a timed debuff that is a OneHitKill if it hits zero) on people and it can only be ''safely'' removed by standing on platforms when they are glowing -- worse, the boss also summons bees that have their ''own'' almost-OneHitKill attack (it always deals ~90% of the target's max HP).
** The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but tends to ignore standard aggro mechanics and targets whoever it wants.
** The last boss has Mythril Verges, ankh-like things that shoot FrickingLaserBeams everywhere. Whilst there's only one at a time early on and they're not as powerful as they were in previous builds, they are replaced more frequently as the boss' health decreases, and eventually the boss summons four at once. It can get pretty hectic.
** Last but not least, killing an assortment of dungeon-specific mooks '''and''' either the first or second boss is ''mandatory'' for completing your Rank 2 Maelstrom or Twin Adder GC Hunting Logs respectively, which is in turn mandatory if you wish to ascend to the rank of Second Lieutenant with your Grand Company.
* Aurum Vale, which nobody enjoys doing unless it's the first room for EXP. The first room itself has mobs so close to one another and other patrolling mobs that you can find yourself fending off hordes of enemies all at once. The bosses are also very gimmicky; the first and last bosses requires you to eat fruit to dispel debuffs they inflict on you and the stacks cause more damage if you let them build up. The second boss has no telegraphs to its attacks[[note]]At least, not in the form of "holographic" telegraphs of the area of effect, which is the case for most other enemies: he still has a "charge" meter visible just above his name. However, given that this is unusual for bosses in this game, it still qualifies as annoying and unexpected[[/note]] and many of his swings can one shot a tank, let alone anyone else. It is also home to the dreaded Malboros, the DemonicSpider of the Final Fantasy series. ''And they come in packs.''
* Pharos Sirius. Before Patch 2.2, you'll be hard-pressed to find someone who got this for their roulette and stayed. While the actual dungeon and bosses aren't so bad, it was the [[ThatOneBoss last boss]] that likely caused many players to rage quit the second they got it due to an annoying add that would immobilize a party member and Siren's constant spam of debufs that either reduce the healer's healing potency or causes Confusion if the debuff isn't cured in time. The first boss also caused massive issues for many because the adds that spawn in are based on the boss' remaining HP. Since people were naturally attuned to putting the hurt on a boss as fast as possible, it wasn't unheard of to have parties being overwhelmed by the sheer number of adds alone and dying to them rather than the boss himself.
* Stone Vigil (Hard) contains lots of monsters that attack in large packs and there's one type of dragon that will spam area of effect attacks to damage the whole party at once. The final boss of the dungeon defies standard MMO logic of tanks distracting enemies by attacking ''anyone'' at random, regardless of current aggro. Not only does the final boss have an annoying status effect that reduces the effectiveness of healing magic (and said effect applies whenever you simply get hit by ''any'' of the boss' attacks), all of the boss' attacks don't use the standard aggro line and area of effect red ring to telegraph its attacks. On top of this, once you get the boss' health below half, [[DualBoss it summons a clone of itself]] and it uses the exact same attacks and mechanics as the original enemy. While a player who pays attention can easily avoid most of the attacks, sometimes it's not possible to avoid certain attacks right away and it gets even more difficult to keep track of two bosses that can attack just about anyone.
* Come 3.0 and Heavensward, there's now Neverreap. In the first segment, you have to deal with the annoyance of twisters that patrol the area, knocking up anyone who gets sucked into them, messing up combos, cast times, aggro and more. Easy enough though, the tank just pulls the mobs out of the twisters paths. The first boss here isn't too bad, and the second area and boss are quite easy too. But then the third area of the level forces you to fight enemies along a path with randomly spawning geysers, which deal damage over time and completely obscure your vision whether you're in them or not. And then there's the [[ThatOneBoss last boss]] of the level. The twisters that messed with players in the first area? They spawn regularly throughout the fight. And then the boss will frequently spit out a Mist Sprite onto a player, distracting DPS players as it will deal an AoE if not dealt with quickly. And then after spawning a couple of those, a number of Wind Sprites will spawn, and the boss will be covered in a barrier of wind that inflicts heavy damage to anyone that gets at all close. And it will begin wandering around the small arena until all the adds are dealt with. And the twisters are still knocking players up during all this. And to top it all off, once the adds are dealt with, the boss will charge and release a powerful knock-back blast which can easily kill players by knocking them off the edge of the arena.



** The level featuring the city of Altissia confused a lot of fans as they had a difficult time getting around the time due to the fact that Noctis couldn't swim in water even though trailers showed him swimming there. What made this worse was the fact that some parts of Altissia such as it collusseum could only be accessed by a gondola boat and even then gamers would have to go through a loading screen if they didn't want to spend the whole time on the gondola trip to get to their desired destination. To add insult to injury, the action and combat featured in Altissia features the olayer having to go through an entire linear grid of the level while only having control of Noctis and even then he would have to face a boss fight against leviathan, which was difficult because the boss was very difficult to hit and continued this way until a cut scene happens where Noctis gains they ability to fly with all the royal arms. The boss fight on Leviathan is the only part where Noctis can go in the water but if he does, he takes damage and can't get out until he performs a warp strike.

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** The level featuring the city of Altissia confused a lot of fans as they had a difficult time getting around the time due to the fact that Noctis couldn't swim in water even though trailers showed him swimming there. What made this worse was the fact that some parts of Altissia such as it collusseum colosseum could only be accessed by a gondola boat and even then gamers would have to go through a loading screen if they didn't want to spend the whole time on the gondola trip to get to their desired destination. To add insult to injury, the action and combat featured in Altissia features the olayer having to go through an entire linear grid of the level while only having control of Noctis and even then he would have to face a boss fight against leviathan, which was difficult because the boss was very difficult to hit and continued this way until a cut scene happens where Noctis gains they ability to fly with all the royal arms. The boss fight on Leviathan is the only part where Noctis can go in the water but if he does, he takes damage and can't get out until he performs a warp strike.
2nd May '17 12:52:55 PM Troperr2016
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Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic, except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is a stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]] [[ArsonMurderAndJaywalking never stops taunting you the whole time.]] The game's producers took notice of this and promised that they would fix the level through future updates but all they did so far was add in a spin off featuring Gladio that took place at the same time as the level itself and filled in a few of the game's plot holes.

to:

** The level featuring the city of Altissia confused a lot of fans as they had a difficult time getting around the time due to the fact that Noctis couldn't swim in water even though trailers showed him swimming there. What made this worse was the fact that some parts of Altissia such as it collusseum could only be accessed by a gondola boat and even then gamers would have to go through a loading screen if they didn't want to spend the whole time on the gondola trip to get to their desired destination. To add insult to injury, the action and combat featured in Altissia features the olayer having to go through an entire linear grid of the level while only having control of Noctis and even then he would have to face a boss fight against leviathan, which was difficult because the boss was very difficult to hit and continued this way until a cut scene happens where Noctis gains they ability to fly with all the royal arms. The boss fight on Leviathan is the only part where Noctis can go in the water but if he does, he takes damage and can't get out until he performs a warp strike.
**
Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic, except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is a stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]] [[ArsonMurderAndJaywalking never stops taunting you the whole time.]] The game's producers took notice of this and promised that they would fix the level through future updates but all they did so far was add in a spin off featuring Gladio that took place at the same time as the level itself and filled in a few of the game's plot holes.
2nd May '17 12:46:16 PM Troperr2016
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Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic, except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is a stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]] [[ArsonMurderAndJaywalking never stops taunting you the whole time.]]

to:

Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic, except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is a stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]] [[ArsonMurderAndJaywalking never stops taunting you the whole time.]]
]] The game's producers took notice of this and promised that they would fix the level through future updates but all they did so far was add in a spin off featuring Gladio that took place at the same time as the level itself and filled in a few of the game's plot holes.
13th Apr '17 12:16:13 AM omegafire17
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* Augusta Towers AF 200. It's a tower and you are locked onto floors, where you need to perform a series of puzzles of turning certain box-rooms into the correct position so you can proceed to your goal, allowing you access to the next floor. Aside from the music being practically non-existent in this area, the monotonous way of proceeding and an environment that gets visually boring very fast, the walkable paths are very narrow, with lots of twists and turns and it spawns medium and big sized enemies which often block your way. And due to the paths being so narrow, it's also difficult to try to avoid getting into a battle.

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* Augusta Towers AF 200. It's a tower and you are locked onto floors, where you need to perform a series of puzzles of turning certain box-rooms into the correct position so you can proceed to your goal, allowing you access to the next floor. Aside from the music being practically non-existent in this area, the monotonous way of proceeding and an environment that gets visually boring very fast, the walkable paths are very narrow, with lots of twists and turns and it spawns medium and big sized enemies which often block your way. And due to the paths being so narrow, it's also difficult to try to avoid getting into a battle.



* Temple Of The Goddess is one of the more annoying locations in the game: until you beat the boss, your maximum HP will slowly go down, there's a lot of jumping puzzles and a chance to fall down several levels and lose a lot of progress (although since you can save anywhere, this isn't a huge issue) and the later enemies include Ectopuddings, which are difficult to get a first attack on due to their ridiculously fast stretchy punches, need to be frozen with ice-elemental attacks before you can start killing them and which do a ton of damage with their Fira spells if your guard timing is off. The boss himself is also difficult to beat if you're not prepared and has an attack that will more than likely kill you instantly if you can't guard it properly.
* The Temple is less challenging on Easy, partly because you don't suffer the HP drain. On the other hand ... players on Easy may get less practice at Staggering enemies, because it is ''necessary'' less often. This will come back to bite you on the final stage of the final boss, which can only be beaten by Staggering. Have fun learning it under live fire!

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* Temple Of The Goddess is one of the more annoying locations in the game: Goddess: until you beat the boss, your maximum HP will slowly go down, there's a lot of jumping puzzles and a chance to fall down several levels and lose a lot of progress (although since you can save anywhere, this isn't exactly a huge issue) and the later enemies include Ectopuddings, which are difficult to get a first attack on due to their ridiculously fast stretchy punches, punches (unless you're quick on the draw yourself), need to be frozen with ice-elemental attacks before you can start killing them and which do a ton of damage with their Fira spells if your guard timing is off. The boss himself is also difficult to beat if you're not prepared and has an attack that will more than likely kill you instantly if you can't guard it properly.
* ** The Temple is less challenging on Easy, partly because you don't suffer the HP drain. On the other hand ... players on Easy may get less practice at Staggering enemies, because it is ''necessary'' less often. This will come back to bite you on the final stage of the final boss, which can only be beaten by Staggering. Have fun learning it under live fire!



Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is an irritating and repetitive stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have all your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]] [[ArsonMurderAndJaywalking never stops taunting you the whole time.]]

to:

Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic magic, except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is an irritating and repetitive a stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have all your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]] [[ArsonMurderAndJaywalking never stops taunting you the whole time.]]
13th Apr '17 12:12:53 AM omegafire17
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* The Fifth Ark, the location for the entirety of Chapter 10. Not only is it visually unappealing (it's a giant sewer/subway system, for God's sake), it's crawling with all sorts of DemonicSpiders and GoddamnBats. On top of that, you basically do nothing but walk through tunnels, with the occasional enemy/treasure/switch popping up here and there. Lastly, there's barely any cutscenes; the most that happens is [[spoiler:the battle with Cid Raines and Fang getting Bahamut]], which are the only redeeming moments throughout the whole chapter. They said this place was for the Sanctum to test l'Cie? It probably just motivated them to shrivel up and go Cie'th. On the bright side, it's followed by Chapter 11, which is generally considered the best part of the game.
* While we're on the subject of Chapter 11, let's not forget that portion can be a nightmare to newcomers. When you first enter the Archylte Steppe, even the weakest enemies can pose a threat, and stuff like a King Behemoth or Megistotheran can utterly annihilate you. Squenix was at least nice enough to PlayerNudge you towards a chain of sidequests that will help you get strong enough to take pretty much anything, but it still takes a bit of time before you can handle most of the wildlife.

to:

* The Fifth Ark, the location for the entirety of Chapter 10. Not only is it visually unappealing (it's a giant sewer/subway system, for God's sake), system), it's crawling with all sorts of DemonicSpiders and GoddamnBats. On top of that, you basically do nothing but walk through tunnels, with the occasional enemy/treasure/switch popping up here and there. Lastly, there's barely any cutscenes; the most that happens is [[spoiler:the battle with Cid Raines and Fang getting Bahamut]], which are the only redeeming moments throughout the whole chapter. They said this place was for the Sanctum to test l'Cie? It probably just motivated them to shrivel up and go Cie'th. On the bright side, it's followed by Chapter 11, which is generally considered the best part of the game.
a giant step up.
* While we're on the subject of Chapter 11, let's not forget that portion can be a nightmare to newcomers. When you first enter the Archylte Steppe, even the weakest enemies can pose a threat, and stuff like a King Behemoth or Megistotheran can utterly annihilate you. Squenix was at least nice enough to PlayerNudge you towards a chain of sidequests that will that'll help you get strong enough to take pretty much anything, but it still takes a bit of time before you can handle most of the wildlife.
19th Mar '17 4:35:55 PM Arca
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* Brayflox's Longstop is the point where the difficulty is kicked up a few notches and tests the players' ability to adapt to changing situations and knowing how to utilize their class properly. All three boss fights take place in pretty tight arenas that leave little room to manuver around when a big AOE attack is coming. The final boss spams a poisons AOE pool that will quickly overtake the battleground and leaving the boss on the pools will have its HP regenerate.
* The Sunken Temple of Qarn. The first boss has an attack that inflicts Dooms on people and it can only be removed by standing on platforms when they are glowing while the boss also summons annoying bees. The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but can also randomly target a party member regardless of aggro. You also must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many. The last boss has Mythril Verges, ankh-like things that can OneHitKill adventures with FrickingLaserBeams. Needless to say Qarn is annoying for a reason.

to:

* Brayflox's Longstop is the point where the difficulty is kicked up a few notches and tests the players' ability to adapt to changing situations and knowing how to utilize their class properly. All three boss fights take place in pretty tight arenas that leave little room to manuver around when a big AOE attack is coming. coming.
**
The first boss is pretty unremarkable and just poisons the party and summons a bunch of mooks every so often, as an early warmup of sorts. Nothing too stressful.
** The second boss traps a party member in a Queer Bubble that does damage over time and interferes with abilities in general. Not good if he traps the healer and your DPS isn't paying attention. Once he's almost dead, the
final boss spams swoops in for a poisons quick change of pace, then flies off again.
** The actual final boss fight spews poisonous
AOE pool pools that will quickly overtake the battleground battlefield and leaving the boss on the pools will have its HP regenerate.
regenerate, forcing the tank to pull them around. Fortunately not as bad in recent patches; unless the party is heavy on melee DPS or Aiatar targets the tank regularly, the pools are fairly evenly spread and also don't provide too much regen[[note]]In earlier builds, even one pool was sufficient to rapidly regenerate Aiatar's health, and he used the attack very frequently.[[/note]]
* The Sunken Temple of Qarn. Qarn is one for several reasons;
** You must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many.
**
The first boss has an attack that inflicts Dooms Doom (a timed debuff that is a OneHitKill if it hits zero) on people and it can only be ''safely'' removed by standing on platforms when they are glowing while -- worse, the boss also summons annoying bees. bees that have their ''own'' almost-OneHitKill attack (it always deals ~90% of the target's max HP).
**
The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but can also randomly target a party member regardless of aggro. You also must pick up certain items tends to ignore standard aggro mechanics and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many. targets whoever it wants.
**
The last boss has Mythril Verges, ankh-like things that shoot FrickingLaserBeams everywhere. Whilst there's only one at a time early on and they're not as powerful as they were in previous builds, they are replaced more frequently as the boss' health decreases, and eventually the boss summons four at once. It can OneHitKill adventures get pretty hectic.
** Last but not least, killing an assortment of dungeon-specific mooks '''and''' either the first or second boss is ''mandatory'' for completing your Rank 2 Maelstrom or Twin Adder GC Hunting Logs respectively, which is in turn mandatory if you wish to ascend to the rank of Second Lieutenant
with FrickingLaserBeams. Needless to say Qarn is annoying for a reason.your Grand Company.
10th Jan '17 1:03:15 PM GoblinCipher
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* The Sunken Temple of Qarn. The first boss has an attack that inflicts Dooms on people and it can only be removed by standing on platforms when they are glowing while the boss also summons annoying bees. The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but can also randomly target a party member regardless of aggro. You also must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many. The last boss has Mrythil Ankh like things that can OneHitKill adventures with FrickingLaserBeams. Needless to say Qarn is annoying for a reason.

to:

* The Sunken Temple of Qarn. The first boss has an attack that inflicts Dooms on people and it can only be removed by standing on platforms when they are glowing while the boss also summons annoying bees. The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but can also randomly target a party member regardless of aggro. You also must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many. The last boss has Mrythil Ankh like Mythril Verges, ankh-like things that can OneHitKill adventures with FrickingLaserBeams. Needless to say Qarn is annoying for a reason.
10th Jan '17 1:02:31 PM GoblinCipher
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* The Sunken Temple of Quarn. The first boss has an attack that inflicts Dooms on people and it can only be removed by standing on platforms when they are glowing while the boss also summons annoying bees. The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but can also randomly target a party member regardless of aggro. You also must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many. The last boss has Mrythil Ankh like things that can OneHitKill adventures with FrickingLaserBeams. Needless to say Qarn is annoying for a reason.

to:

* The Sunken Temple of Quarn.Qarn. The first boss has an attack that inflicts Dooms on people and it can only be removed by standing on platforms when they are glowing while the boss also summons annoying bees. The second boss not only has another monster that must be killed before damaging it (and can be re-summoned multiple times, basically a miniboss version of Titan with the Heart stage on repeat), but can also randomly target a party member regardless of aggro. You also must pick up certain items and use them to tip the scales in order to proceed in the last leg of the dungeon and the puzzles themselves are a GuideDangIt for many. The last boss has Mrythil Ankh like things that can OneHitKill adventures with FrickingLaserBeams. Needless to say Qarn is annoying for a reason.
12th Dec '16 2:12:15 AM Sinister_Sandwich
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Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is an irritating and repetitive stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have all your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]][[ArsonMurderAndJaywalking never stops taunting you the whole time.]]

to:

Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is an irritating and repetitive stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have all your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]][[ArsonMurderAndJaywalking Ardyn]] [[ArsonMurderAndJaywalking never stops taunting you the whole time.]]
12th Dec '16 2:10:53 AM Sinister_Sandwich
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!!VideoGame/FinalFantasyXV

Zagnautus Keep is a very, [[MarathonLevel very long]] level made worse because the early parts see Noctis going it alone with no weapons or magic except for the Ring of Lucii. [[AwesomeButImpractical The ring's spells are devastating, but leave Noctis completely open while casting.]] What follows is an irritating and repetitive stealth section where you must hunt down keycard after keycard while trying to avoid psychotic magitek troopers prowling the labyrinth of narrow hallways. Every time you seem to make a bit of progress something happens to knock you back. Later on you find yourself hounded by Foras, a powerful daemon that will constantly knock Noctis into critical health as you try to flee. Even worse, [[GuideDangIt there are several important pieces of lore that are very easy to miss altogether,]] the segment ends with a fight against ThatOneBoss Ravus (although you have all your friends back for that), followed by an escape sequence through hordes of powerful enemies. Oh, and [[SmugSnake Ardyn]][[ArsonMurderAndJaywalking never stops taunting you the whole time.]]
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http://tvtropes.org/pmwiki/article_history.php?article=ThatOneLevel.FinalFantasy