PSO2 Station #7 Recap

Warning! This post is updating in real time!
Please take note as the information below is subject to change.

May 6th Tidbits

 

Battle Arena Adjustments

  • After maintenance, you can only use [Protection] one time.

Deus Esca Zephyros Nerf

  • The reason for the nerf was due to their failure in balance adjusting. The clear rate was worse than what the dev team expected. The difficulty was supposed to be around Mother. (This expectation was mentioned in a previous stream.)

Deus Esca Gracia

  • This rematch quest is available for the character that cleared Zephyros. Yes, emphasis on character.
  • If you fail, you can re-try the quest until Gracia’s EQ session is over.
  • The EQ Abandonment penalty will apply for Deus Esca Gracia
  • The gauge for the upper-left section of the Phantom God Collection, will not increase under Gracia.
  • The Qliphad series will drop directly in this quest.
    Zeinesis, however, will not drop.
  • At least 2 Qliphad Fuses will drop after defeating Gracia.
    Zephyros, on the other hand, has it set to at least 1 drop.
  • The drop rates for the ★13 Rappy Egg and ★14 weapons will stay the same as Zephyros.

Demon Phaleg Battle

  • Time limit: 7 minutes. HP Recovery: (-80%), No scapedolls/halfdolls.
  • You’ll get Star Gem Title Rewards for each class you clear it with.
  • You can play it an unlimited number of times.
  • You won’t be able to receive her Partner Card.

Quick Stats

  • Approximately 30 people have reached 80/80 in all their classes.
  • Prior to the nerf, there was a 4x difference in clear rate between Expert and XH blocks. After the patch, the difference is now wavering around 1.7x

In the Driving Rain

  • Episode 4 characters will appear during E-Trials.

PSO2es Quick Search

  • They plan to expand the areas in which you can [Quick Search: Gather] around Episode 5.

Las Vega & Tokyo’s Night/Day Rate

  • The rate is completely random if you’ll get a day or night version of the stage.

Who is the voice over for Emergency Trials?

  • Tetsuya Kakihara, who voices Huey, does the voice over for Emergency Trials.

How easy is Episode 5’s Enemy Names?

  • In terms of how easy it is to read/memorize Episode 5’s enemy names when given the following scale:
    • Episode 1 = Level 1
    • Episode 3 = Level 5
  • They responded that Episode 5’s enemy names should be around Level 2 ~ Level 3.

Why Easter Island?

  • They picked that location because of the lore connecting it with the Continent of Mu.

Why can’t you use Lobby Actions in Battle Arena?

  • The reason why you can’t use Lobby Actions in battle arena is because they want to prevent Lobby Action Cancelling (and provocation among users?).

Whatever happened to Extra Female Voice 66?

  • They kinda just forgot about it. They want to fill that gap as if nothing happened.
  • They place the blame for this on the [Item Team].
  • Speaking of which, whatever happened to Lobby Action 51?

More to come…

 

 

 

Secret Phrase

Speak the phrase デウス・エスカ降臨 in chat before April 26th to receive a Sakura Tree and Triboosters

 

 

Emergency Quest Boost Poll

  • April 15th @ 22:30 (Concert First)
  • Racing the Phantom Mother
  • +100% Rare Drop and EXP Boost

 

Early May Update

  • Deus Esca Rematch
    • After clearing the EQ, you can participate in a Rematch
    • The rematch requires main/sub class level 80+
    • It’s a 4 person quest with Deus Esca Gracia (I’ll think of a better name)
    • The quest automatically fails with 5 deaths.

 

Early May Update

  • The Qliphad series will drop from Deus Esca Gracia
  • Trade in your Qliphad Series and convert them to Zeinesis Series
  • Wedding Lobby (~ 6/7)

 

Early May Update

  • AC Scratch “Winners Design 4 Side B”
  • Contains items from the contest such as Raging Beat, Blood Maria, Innocent Rose Dress, Corn Row 16 and many more!

 

Early May Update

Episode 4 Side Story [Duel]

  • A highly difficult solo-quest against Phaleg.
  • No Half Dolls! No Scape Dolls! No Easy Mode!
  • Contains a Time Limit and some restriction on HP recovery.
  • Let’s aim for class specific Clear-Titles.

 

Late May

  • Rainy Bingo 2017 ( ~ 7/5)
  • Rainy 2017 Collection ( ~7/5)
    • Aim for new Fornis weapons!
    • Fornis Haloop (Gunslash)
    • Fornis Esvia (Bullet Bow)
    • Fornis Ratioed (Wand)
    • ★13 Popple Egg
    • ★13 Redran Egg

 

Late May Update

  • Fresh School Days (AC Scratch)
  • Contains Kohri and Enga’s Avatar Layeredwear
  • Student and Teacher themed outfits
  • Rappy and Lillipa Balloons available as a Scratch Bonus

 

Late May Update

  • In the Driving Rain EQ ( ~7/5)
  • Esca Darkers and Phantoms will appear
  • Increased spawn rate for Mr. Umblla and Mr. Bowan
  • Chance for Empe Rappy/Izane to spawn.
  • Special prefixed Diabo will appear at the end

 

Current Update

  • 12 Person Raid Boss
  • Added Emergency Quest Rematch
  • Design Contest Scratch
  • Episode 4 Side Story

5th Anniversary Event: Phantasy Star Festa 2017 Online

  • 5th Anniversary Web Event [ARKS BATTLE CHRONICLE]
  • New LIVE Event
  • Boosted Raid Boss & Boosted Raid Boss Rematch
  • Frame Arms and Frame Arms Girl Collaboration
  • Famous Designer Collaboration Scratch
  • Tokyo Field Real Store Collaboration Part 3

 

PSO2es Update

  • Play the (11x Bundle [AC] esScratch) three times to unlock the Weaponoid Scratch.
  • This scratch contains only Weaponoid Chips.
  • New Feature: Chip Storage
    • Each character will receive 100 slots for free.
    • You can expand the storage with AC.

 

New Character Side Stories

  • Seraphy  Side Story [4/19]
  • Annette Side Story [5/10]
  • Bruno Side Story [5/24]

King Rappy Chip available as a score bonus

 

PSO2es Update

  • iOS 3rd Anniversary (48 Hour Limited Scratch)
    • Guidance Seraphy [Anniversary]
    • Available 5/13 ~ 5/14
  • New Chips
    • Lavis Blade
    • Nox Cadina

 

PSO2es Chip

  • Personifier of Faith Kohri (AC Limited)
  • Shanefrisa
  • Gigas Spinner
  • Pristine Mallet
  • Ancient Quartz

 

Attention PlayStation Vita Players

  • Starting July 2017, a 32GB memory card will be required for the download version of PSO2.

 

Famous Designer Collaboration

  • Suzuhito Yasuda is back with a new collaboration!
  • Rira, Eri, and Quina will be appearing in the game along with their costumes, hairstyles, accessories, and voice tickets. You’ll also have the opportunity to obtain their partner cards!

 

PSO2 -The Animation- Character Song CD Vol. 2

  • Pre-Sales: June 10th
  • General Sales: June 28th
  • Cost: 2,800 Yen
  • Also contains Mini Dramas

 

Phantasy Star Online 2 Episode 0

  • Next chapter releases April 26th in the June issue of Shonen Ace.

 

Phantom Battleship Yamato – Plastic Model –

  • Releases: Summer 2017
  • Price: 5,300 Yen
  • Scale: 1/700
  • Item Code
    • 310 「Hagito Phemut」 (Lobby Action)
    • Male Hagito F Voice (Voice Ticket)
    • (Well I guess they spell it with an F)
    • Borderless Quest Ver. (Music Disc)

 

A.I.S – Plastic Model –

  • 1/72 A.I.S & 1/72 A.I.S Gray. Ver
  • Each version costs 5,940 Yen
  • Item Codes
    • Evo Device / A.I.S
    • Plastic Model Package Mat # (Room Item)

 

Phantasy Star Festa 2017 (Offline Event)

  • T-Shirts, Parkas, Caps, and Class Pins are just some of the items you can purchase at the Phantasy Star Festa 2017. The first event will begin June 10th in Tokyo!

 

Phantasy Star Festa 2017 (Offline Event)

Festa 2017 T-Shirts[Ba] will be available ONLY to those who attend the offline event.

 

Phantasy Star Festa 2017 (Offline Event)

Each event during the Summer will distribute an exclusive Lobby Action available ONLY to those who are in attendance.

 

~ ARKS Battle Chronicle ~
~ New Quna LIVE Event ~

 

51 thoughts on “PSO2 Station #7 Recap

  1. “Starting July 2017, a 32GB memory card will be required for the download version of PSO2.”

    When you say “download version”, is for those that do not have a cartridge of PSO2, correct?

    1. Likely, as with the cartridge version you have slightly less needed to download. Still should get around to getting a 32GB Memory Card for the future anyway if you haven’t already.

        1. Yeah, not to mention they aren’t around that easily…
          Still.. What’s that message about “something 2018 something 32GB” ?
          Can anyone translate the full text of the image?

          1. They project Deluxe Package / Special Package users will need a 32GB card around summer 2018. (Though the website states early 2018)

  2. yasuda again? not knocking ‘im, but were they having a problem finding a third “famous” person to have make some throwaway NPCs?

    1. We can at least appreciate the way they didn’t think of Tony Taka… (he worked on Shining most recent episodes and it’s been a while since we don’t have a new Collab’)

  3. “Episode 4 Side Story [Duel]

    A highly difficult solo-quest against Phaleg.
    No Half Dolls! No Scape Dolls! No Easy Mode!
    Contains a Time Limit and some restriction on HP recovery.
    Let’s aim for class specific Clear-Titles.
    We hope you WON’T EVEN TRY this mission because you’ll maybe say it’s shitty”

    … Oops sorry, I added this last line. But will they make PB unusable too? No they didn’t think of it right now?

    Eri (Kitamura?) and Qu(i)na, what a lack of imagination?

    Oh that’s too much troll from me, it’s unusual, sorry. Well, let’s continue with better note.
    These AIS and Yamato models are cool ideas. Still things that will certainly be hard and expensive for JP outsiders but nice. And if Quna’s back, I’m happy 🙂

    1. I mean let’s be honest here, did anyone seriously think “difficult” was going to mean anything other than “bullshit parade”?

      1. Lets be actually honest here, players operate on a clear two bit spectrum between “since I can beat it now, I will brag about how piss easy it is, and everyone who doesnt is a drooling retard” and “I still have difficulties to increase my efficiency, so I will call yet unmastered challenge a bullshit parade, which is rather annoying than difficult, the game isnt actually difficult at all hahah”. I hope that will help others in their future discussions about what sort of difficulty is “fair”.

        1. goofypls.jpg

          Arbitrary mechanical restrictions are artificial fake difficulty, also known in agrarian societies as “bullshit”.

          1. IDK, not breaking your own damn rule set to cover for your inability to program a legitimate challenge within that framework?
            ʅ ( • ε • ) ʃ
            But YMMV…

          2. Well, the game ruleset is already beyond broken in favor of the player. It is mathematically impossible to create a challenge unless a lot of power is removed from the players, because according to posts here, more hp on enemies isn’t extra difficulty, and more damage on enemies doesn’t have really any effect when every enemy attack either instantly kills you no matter what, or is 100% passively recoverable before their next attack. Heck, we’ve reached the point where using Resta as Techer (instead of attacking) is reportable for outright intentionally slowing the pace down.

            I’ve argued before that if Sega wants to create challenges, they need to massively nerf both all HP recovery options and all PP recovery options.

          3. Can you provide examples of a “legitimate challenge” instead of inventing more synonyms to no true scotsman, or we will continue to prove what I said in my previous post?

            This difficulty talk isn’t exclusive to PSO2, instead of constructively discuss what creates challenge in videogames, people often engage in sophistical battle over superior methods of testing player skill. Of course, this way they always writing themselves in a corner, they have to admit that no single player game is challenging, since entirety of so-called “”difficulty”” can be overruled by repetition and memorization.

            Don’t make this mistake again.

          4. And regarding the wording “broken in favor of the player”, this is a misunderstanding. Enemies in the game are DESIGNED to be beaten. It shouldn’t cause a shock that puzzles have a solution, they lose their whole point if they don’t. In videogames, this situation is equivalent.

          5. In my opinion, making a hard fights needs to do something more than Dark Falz in PSPo2I, where he had deadly attacks that drain you and force you to go between the two plans of the area wisely.
            So a good timing and learning the patterns, thinking “wow I’ll have hard times here” is making a good fight.

            If Phaleg is as hard to defeat as the last fight of the episode with its three poor attacks you can avoid so easily by keeping your distances when you have to, it will be not be so hard… What I fear the most is maybe the time restriction (I like to take my time to kill an enemy! fufufufu, fufufufufufu… oops sorry I’m doing like Risa).
            Anyway if it feels so hard, just go to a main class lower as possible with a Sub at max level and everything should be fine…

            (Of course, all of that doesn’t keep the fact we can hope an impressive and well-designed fight :))

          6. @Echidna It’s broken in the sense that the game massively helps the player recover from any mistakes, either without active player interference (mag healing, just reversal healing etc.), or by some active “limited” options (mates, atomizers, etc.). Not only that, but the opportunity cost of the active options is so miniscule that it can be considered equal to 0, unless the player is trying to beat a specific time,

            Contrast this to other games where the player needs to find cover to recuperate, and even then not back to full hp in one go.

            The hp/duration of the bosses isn’t the problem, the reaction time required to avoid their attacks isn’t the problem. The problem is the massive amount and low opportunity cost for all recovery actions.

          7. @random
            By your logic then all games ever made use a fake difficulty. The difference is pso2 get restricted later on and other games is restricted from the start.

          8. maybe give the player the probability to MISS atacks like in previous PS games, and put an accuracy stat? that would make thinks different or difficult for sure.

          9. @DARK MITS

            Thank you. You have my gratitude for letting me read those instrumental posts which point out how stupid the current DPS checking is. I say, want to increase player difficulty? Give the classes actual roles instead of just making everyone a goddamned DPS with other roles’ gimmicks.
            Let’s use Phaleg~:
            A healer would be able to stay alive even with a healing reduction, and then has to work on keeping up DPS. Techer gets its joys and woes.

            A DPS would be able to clear the time limit with little problem. The problem would be the risk that comes from being so squishy and failing altogether. Fighter gets its joys and woes.

            A tank would have a combination of the previous two’s problem, but both problems only half as bad. Hunter gets its joys and woes.

            When the solution to everyone’s problem is to just raise DPS, you have a bigger problem 4k S-Atk can’t fix…

            Remove the damned time limits and instead up the power of the bosses. It solves the problem because the harder the fight, the longer it takes to accomplish with less effort, but the greater the feeling of accomplishment when you do. Time limits honestly kill the fun. If one wants to kill Deus is 6 seconds, that should be one’s own business, not forced on everyone. I’d personally rather fight a powerful Deus on my own and win gloriously after an hour and a half of hard fighting I prepared for, and get either 12x increased base Rare Drop Rate or 12x total drops due to finishing it solo. Run it with tons of people for safety. Become strong and solo it with the higher chance of failure, but equivalently higher chance to become even stronger at a faster rate. THAT’S building enjoyment. I can team up with a strong friend and we split the Rare Drop Rate multiplier. Hardcore players, casual players, solo players, party players, sustained DPS, burst DPS, tanks, healers buffers and debuffers all get a true taste of what gaming should be about. A taste of the real reason the majority of us ever decided to pick up a controller or learn WASD in the first place…

            If you aren’t skilled enough, die, fail, leave and either go get better or go get help. Time limits don’t need to be so prevalent for the DPS checking to continue. There are other, unspoken time limits. Running out of mates for yourself, moon atomizers for your party, actually getting tired. You get to truly measure how “OP” you are without being constrained to some crowd mentality to do whatever. So many other MMOs have done this tried and true method and it works. Not everyone wants to be affixing for Atk and dying in 3 hits, just because you aren’t only not considered a good player by others who check your stats, but the game works against you doing so. Blade and Soul does it and it’s sickening.

        2. @Dark Mits,
          there is a plethora of situations where you can be chain juggled to death without any possible chance to recover. Various stuns, attack power proportional to amount of telegraph (i.e. purple Anga nukes).

          Battle in PSO2 isn’t reliant on attrition, you ought to recover back to 100% in most cases, due to how powerful most of the attacks are.
          In my view, gameplay is more technical in comparison to, say, toukiden or god eater, where you can push on monster that blindly flails around or idles for half a minute after another stun, and you’re obliged to keep and sustain hp due to enemy health pool.
          In pso2 you can have evasive fighting style, or complement reckless attacks with automate and whatnot, but if your attacks or style aren’t efficient, just relying on recovery won’t salvage it.

          Basing on my observation of other online rpg games, castrating local recovery opportunities only pushes meta around, if playstyle options are too diverse. For instance, if you cull PP recovery all the way to PB charge times, then people will just move on powerful normal attacks, and whatever requires minimum to no PP.

          I honestly don’t know why people still press on the difficulty question so much. Compare Mother phase 2-2 behavior and Luther. Luther does slow telegraphed hits and is mostly stationary, while his dps check is 4+4 fragile objects, where just breaking one is enough. Mother constantly spins around, goes back and forth sends 60-80% damage hits overlapping with gravity/cars/pools, and her dps check is 12 exclusive tough moving targets that will murder everyone unless you break at least 10-11 of them.
          It is obviously not an issue with game difficulty, that on the contrary keeps rising, its a problem with expectations of people that have experienced and learned most of game mechanics and now somehow want to turn most of the game content into limited high failure rate challenge simply because…. current success rate is too high?

          I wouldn’t argue about it during last summer, but after ult amduscia portion of content is definitely aimed towards core players. But of course nothing of whats to come will be completely unbeatable or “fair and satisfyingly difficult”, due to arrogance dichotomy that I wrote initially. No one is going to say that he liked losing that one challenge completed by no less than 20% of players, mentality is different.

          1. Changing the meta may be something that Sega should explore, and players should welcome, because it will somehow force players to re-learn their characters under a new ruleset, thus breaking the monotony. As you’ve explained, we’re already at the point of high-dps checks and split-second reaction windows. Maybe Sega could add a 3rd check in the form of resource management, which will push the meta around as you say, and reignite interest of bored veterans.

            The don’t even need to actively nerf our characters to achieve that. They don’t need, for example, to nerf all healing by 75%. They can increase our healthpools by 300% (but keeping all %-based heals at their initial values). They don’t need to nerf PP regeneration but they can increase our PP pools and add new lvl PA/Tech that are a lot more poweful and require a lot more PP (to maintain damage/PP ratio), while again keeping all PP recovery options at their current absolute values.

            It’s not about epeen and wanting others to fail; it’s about keeping players interested in the game. New outfits and anime cutscenes won’t do it.

        3. I feel like I think the same way you do

          Humans can do nothing but fight with each other

          Destroying everything, that’s the kind of lifeform they are.

  4. Well looks like they’re ruining Quna. Sounds like your standard idol trash instead of a distinctive voice in that video.

    1. Eri seems to be bending her voice to sound what Quna actually sounds like. She has a history of being incapable of singing in anything other than her natural voice.

      1. you realize that Assassin Quna is how she actually sounds, right? That’s supposed to be the character’s natural tone, as opposed to when she’s playing her excitement and tone up as an idol.

    2. TBH when I heard her for the first time in EP4 I was wondering if it still was Eri ’cause her voice was so different. But when I hear her singing, I feel like there’s something between her previous talking voice and her real singing voice.

      Anyway I’m impatient to hear the full songs. I was waiting for that for so long.

  5. Dont know how much hp she has but if its like endless darkness that makes it only dps check you can play very well dodge every attack but if you dont have enough damage you will always lost

  6. Wtf with these Lobby Actions/Voice tickets? x)

    I was wondering why this island at the end of the fight with the Zephyros and uh… I’m not sure the reason is a real reason… Anyway, yeah, meybe they failed something with their adjustments. I mean, VH was good, XH was good for me as HU/TE 75/75, then I tried it BO/HU 75/75 and it failed. I don’t mean I feel responsible for this, at least not only me but… I’m sure it have failed with a few seconds. Anyway I didn’t really feel a lot of differences before and after their “adjustment”…

    Anyway, just a question. We won’t be able to get a PC from Phaleg…? But was it expected it can be possible to begin with?

    1. Personally I feel there’s a huge difference after the nerf. If you actually used a damager parser you’ll see that there is around a 10m hp nerf at Zephyros phase. If you never used one, its still quite easy to feel the nerf imo. In expert blocks my usual runs before the nerf ends at 1minute before the timer expires, but after the nerf it usually ends 3minutes before timer expires. (Provided if you didn’t happen to get into a MPA with a lot of people leeching)

      I didn’t expect to get Phaleg’s PC (more like I didn’t think about that at all), but I think there are people who hoped to get it since there’s a side story for her (Eucreta’s PC was obtained from her side story if I’m not wrong?). Who doesn’t want a superhuman partner? x)

    2. With Phaleg, it was more of a fancy thought.

      It was likeable character, was able to fight, you even join forces once, it ended up being alive and not ultimately malicious, by the end of episode. So that kinda scores more points than for random event NPCs, non combatants or perished.

      I wonder if its so because she is intentionally made distanced from player, or you will just end up killing her in the fight.

    3. You’re right A, Yuku-chan gave her PC after a Side Story and now you mention it, it was the same with Melphosina at the end if EP1.

      Concering Phaleg, well, maybe I’ve been the only one not to imagine a PC from the beginning… TBH I was “hoping” we could be in good terms with her after this scene where we “escort” her but as someone here told me she was still not our friend, I let it go without caring. Well, maybe we’re not forced to kill her but we never know x)

      Anyway, about the EQ against the “Phantom God creator guy”, maybe I didn’t do my best this time (I’m far more “brutal” as a HU than BO…), maybe people were beginning sleepy, I dunno. I’ll figure out more next time as a HU to compare.
      … but wait, did they finish not to care anymore for damage parser? Not that I plan to use it, but…?

      1. They are probably still monitoring people who use it, but I don’t think they deliberately go out of their way to check every single account to see if they are using damage parsers or not. More like people who does witch-hunting or like to show off how “OP” they are by posting the parser results publicly have a higher chance to get a ban, since there might be people who will report them.

      2. I see. Then they’re too busy hunging unlucky people who have too much 630 during EQ to ban them as if they left by themselves 😀

        Oh well. I’ll try to catch the EQ myself and see if it was just an unlucky try or not. I was curious to know what happens if it fails (and it’s deceiving), but at least I know x).

  7. >HP Recovery: (-80%)
    why is this allowed.
    to borrow the eloquence of some commentor on swiki (though they were talking about something else), [it is industrial waste content].

    1. It’s a boss fight for supposedly hardcore players. Since healing is absurdly cheap for most class combinations, it’s the only real way to make it challenging. If you were allowed full heals, people would complain about casuals again.
      The last stage of solo XH 2 has similar limitation and it works quite well.

  8. “The clear rate was worse than what the dev team expected. The difficulty was supposed to be around Mother.” yea right … well, just simply remove the domsday 5 minutes clock and deus difficulty will become like mother actually …

    1. Well it already is now, no need to remove it, even the most terrible groups can still beat it with the timer, the timer is just how the fight is designed. Can’t really get mad at them for that.

      Mother was never difficult she just has A LOT of HP, so the fight can take forever if people are low geared. but didn’t have a timer, just an endurance battle. i’m not sure how they consider it difficult, unless people run out of moons and dying left and right.

      1. During the first weeks, I was in a run that took 58mins to complete. The group was down to 6/12 from the first few minutes, possibly because of rampant 630s or someone leaving the group because “it took too long for his tastes”.

        Personally, I think that the idea of having high-hp bosses is better than strict timers. Players who perform better simply get done a lot faster and go and do the rest of their chores. Players who perform slower get it done a lot later, and have less time to complete other chores. But they still get rewarded for their time. Deus’s timer means that you will have your entire time wasted (except for the exp from the trash up to him). TDx has some rewards from boss crystals (as well as exp) and a major reward at the end, so even if the group fails, they still get some compensation.

        Maybe that’s how Sega should design bosses to keep “everyone” happy? Very high hp with small rewards during it, and big reward for successful completion.

        1. It turned out to be more efficient to make “usual” quest for everyone and advanced quest for extra reward and challenge.

          They seem to experiment with rank based reward too, but its still done in context of segregated quests, likely because its easier to morph.

        2. Honestly, i have no idea why you even stayed in that 58 minute run, i would have been gone after 20 minutes at the very latest, there is no reason to punish your self by staying if it’s taking that long, just leave and look for a better group (any would have been better then that…)

          timers give a sense of urgency, the last one was odin, but i was not playing during those times as i was on hiatus so i can’t speak for him, just wacking at a boss with high hp like mother just starts to get dull if it takes to long, while a timer based boss, you want to use everything you have to take ti down quickly. sega will never make everyone happy, there will always be people complaining a boss is to easy or to hard, regardless of what is done to it.

          1. why not stayed? if you can finish it, it is not like deus is repeatable or something

      2. “even the most terrible groups can still beat it with the timer” nope it is not, even with many players meets 630, mother is beatable, even down to less then 5 person, while deus mpa players meets 630 and the rest got failed on doomsday clock, so you will leave and retry. seen that many group couple times

        1. I’ve had some bad groups for deus, but we’ve still beat it even with two or three people missing. few times down to the last seconds of the timer.

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