Maybe I just willingly deafened myself but I don't recall a public outcry about a6s outside of the start of the cycle when everyone was shitting their pants because elysium/etc had stalled on it. Some of the changes are just pathetic, like Gunners getting their hp nerfed? 16k damage is what I do to it myself as it is.
I think I feel Angary coming on in that you still need to do the mechanics and learn the fights even with these nerfs, so I don't know how much this is going to change the clear rate of the fight for those who had been struggling, but the healing has been considerably lessened as a result of every one of those changes.
I am incredibly bummed with the precedent these nerfs set, to be honest--I feel like it not only screws over groups who were almost done doing the fight properly, it oversells what 6 was (it was not anywhere close the A3S at appropriate gearing, that's overselling 6 and underselling jiggly.)
The early progression on 6 was jacked up because 6 was originally just flat out broken--the player who passed Compressed Water would occasionally get it back on themselves, even if you did it properly, so people would get to Vortexer and if one of the six passes that had to happen RNG'd into the bug, water would explode and wipe them and force a restart. Until that was patched out, 6 progression was an RNG nightmare. Once that got fixed, it stopped being a frustrating roadblock.
And to be honest, I'm curious about the degree of the nerfs. Because a lot of them do seem to be making it so you don't have to do the mechanic properly.
?)
-There's now apparently only going to be one hidden mine per set (I think. This makes positioning for dashes easier, basically eliminates the need for healing the OT during mines, and decreases the need for players to be aware of where hidden mines are to not get blown the fuck up.
- Getting hit by Supercharge was already survivable at full HP; depending on how much they've nerfed the damage getting double-dashed may now be survivable, or eating a dash when not topped off after Mirage dropped. Mostly key because the one element of on-your-feet thinking during dashes was not eating a Mirage the OT baited in a weird direction due to being far afield doing mines; if that's not an issue anymore, they just gave everyone a pass out of the mechanic.
- If they nerfed Brawler orb damage to the point that you don't have to heal between, they'd have removed the actual mechanic of adds phase by making it so you don't have to slow/stun either orb.
- I don't understand how the Midan Gunner is even a problem with i230 weapons or what this is supposed to fix.
- Managing Crashing Thunder/Crashing Wave damage was like... the entirety of Vortexer challenge. If damage was reduced in any meaningful way they probably did essentially make it a lot easier to pass the mechanic with worse planning since you can shrug off a person missing from water or failing to back out from Thunder. I could maybe actually get behind solely a couple thousand damage Thunder nerf, since you can't split it like water, but the ability to 5 or 6 stack every water had already mostly trivialized that damage.
The nerf to Vortexer HP also means you can fail mechanics
even more and still beat enrage. It was already possible to clear the fight even if everyone ate the damage down from an alpha exploding, or if multiple people died, or whatever. DPS check with i230 weapons was a non-issue.
I dunno, fight was mechanics heavy, not really
that hard beyond asking you to actually do the mechanics, and not a DPS check. Gear progression in between made the fight we actually cleared a lot easier than the fight the day we walked into it, without any external nerfs. It really was what people claimed they wanted during the dark days of Gordias, but it turns out they wanted
optional mechanics heavy fights. A6S was already way more forgiving of mistakes than, say, T7 of the vaunted days of Coil Was Perfect. I'd maybe go so far as to say that without Gordias in between having made it okay to say raid content was too hard, calling for nerfs on A6S wouldn't have even been a thing.
My big concern with the precedent, though, is the invisible timer it sets on every piece of content go-forward. This didn't really coincide with any expected change timeframe (I'd have cared a lot less if these hit in 3.3 or something; we're missing most of this raid week for real-life reasons and had that occurred a week earlier we'd have missed our chance to clear pre-nerf and I'd have been salty), and now establishes that if people complain long enough and loud enough fights will get their teeth pulled to soothe them and we won't know when they're coming.