These changes were more significant than I think anyone was expecting, but also completely necessary, if the party is being put together with Duty Finder. Looking over everything, T6-T8 now seem to be a level where it is entirely possible for a group of strangers to become familiar with the mechanics and beat it in one session, as opposed to several (ragequit) sessions later. It won't be faceroll easy as some people on the forums suggest, but with a lot of the one-shot mechanics dialed down (some of them where failing the mechanic meant killing your whole raid) people will get farther into the fight and hopefully snag a clear.
I am sad only Turn 9 was left intact, but the 'glory' of SCoB's difficulty still lives on in my memories, nothing will change my team's weeks of tears, laughter, and joy while we threw ourselves against it. Meanwhile, there are a lot of people in my FC who want to try SCoB but were put off by the difficulty; with this, we can more easily get them in there and teach them the turns. There is really important story content in Coil that should be accessible to everyone (and I think the fights are fun). All around, these were good changes.
And hey, with Turn 7 being virtually a completely different fight, maybe we can convince our bard to farm it with us again. ;D
I am sad only Turn 9 was left intact, but the 'glory' of SCoB's difficulty still lives on in my memories, nothing will change my team's weeks of tears, laughter, and joy while we threw ourselves against it. Meanwhile, there are a lot of people in my FC who want to try SCoB but were put off by the difficulty; with this, we can more easily get them in there and teach them the turns. There is really important story content in Coil that should be accessible to everyone (and I think the fights are fun). All around, these were good changes.
And hey, with Turn 7 being virtually a completely different fight, maybe we can convince our bard to farm it with us again. ;D