Imported from legacy Flarum.
Original author: hayatow (Flarum #905)
Description: Speed up the instance run by removing or dramatically reducing the wait time of some stages of this instance. For example, the second time you talk to Fenrir can be sped up, and then the 5 minute wait time if you do not go to the upper right area to deal with the Gigantes can just be removed or sped up very quickly, and the final stage where you wait 5 minutes while Fenrir is casting various spells can be dramatically sped up as well.
Why is this a good idea? General improvement of quality of life by speeding up the instance and also potentially slightly increasing the amount of Sarah Cards in the server, where its use is proven to be very useful in some endgame areas.
What risks or downsides does it have? Zeny value of this card is going to be affected by the change.
Additional Info: Nothing. Feel free to discuss what you feel about this suggestion.
Imported from legacy Flarum.
Original author: jinbou (Flarum #618)
I agree with reducing unnecessary wait times to help speed things up a bit.
That said, I kinda dislike seeing this, because it shows how people playing squishy classes are feeling like they’re in a situation where they need a Sarah card just to function in endgame content. That shouldn’t be the case.
If someone chooses to run a gimmicky build with full -HP% cards to utilize Sarah, that’s fine. But when using standard endgame builds, players shouldn’t be getting one-shot by nearly every mob skill, especially in solo farm-focused maps like Lux/Nox, and therefore wearing Sarah shouldn’t make a difference.
If a character has a shield with a defensive card, that alone should be enough to not get one-shot in Lux/Nox. And for characters without shield, using 3x Guerrero + 1x defensive card on either armor or garment slot should be enough. Difficulty doesn’t need to come from one-shot mechanics, if the mobs were hitting for half of our HP the map would still be very challenging for example.
When adjusting mob skill damage in Lux/Nox, please use classes like WH/NW/SX as a baseline, and see how their gameplay feels. These classes shouldn’t be getting one-shot by unavoidable skills unless they are deliberately built as full glass cannons.
Sarah card should just remain a situational and niche option, not something that feels borderline mandatory and boosts farm efficiency to such extreme degrees. Normally that would be the case anyway, the only reason it is so valuable right now, and everyone is so desparate for it as seen in this thread, is because the custom damage values are overtuned.
Imported from legacy Flarum.
Original author: hayatow (Flarum #905)
I agree with everything that you said here and it’s also understandable why this is the case (gravity trying to prevent everyone to get as much game data as possible). This is like the D2 situation all over again. Staff could check again the values and adjust the monster values and behavior but that might not be happening for a long time. While this suggestion could end up becoming a terrible bandaid fix, I think that having additional options is always good.
Imported from legacy Flarum.
Original author: aewuu (Flarum #575)
fast mode for fenrir talking throughout the instance, as per sarah last phase, i think thats ok to stay as 5 mins, or decrease the total time by 1/4 or 1/2 for extreme measures
Imported from legacy Flarum.
Original author: unicorn13e7 (Flarum #1564)
+1
There’s no point in crying about the card becoming more accessible and all the hard work of those who already got it being devalued. This happens all the time, just like with LoF and Villa, and it’s normal.
Imported from legacy Flarum.
Original author: cruro (Flarum #223)
+1
I don’t see how RNG and “hard work” mix. Is someone that drops it in 100 runs working harder than someone that doesn’t drop it in 1000 runs? You can prepare a whole army of alts and a random casual player can still get it first.
It’s a kinda long and old instance, so I don’t mind adding this shortcut, especially since many newer instances already got a fast mode or are just officially made to be a single boss room where you can fight immediately.
But this is my view as someone that has zero interest in farming this instance right now, and also not really after that change..
Imported from legacy Flarum.
Original author: GaoSN (Flarum #1015)
@aewuu Yeah the last 5 minutes should be stayed for maxhp cutting progress unless they want to hit 1 damage per hit against 100m maxhp Sarah
I’m neutral on this topic but just remind that we are already be able to spam alt on this instance everyday in Muh, meanwhile this one actually has 1 week cooldown in official
Overall the current state of doing the Sarah instance is - 1.5 mins of walking, 9 mins of AFK or Logout, 10 secs of fighting
Keeping aside the overall discussion of content balance vs need of Sarah card, and just focusing on the instance itself - it’s an instance where 90% of the time is just spent on waiting.