Unique Monster Finisher Effects are Pay to Lose in encounters with inordinate "unique" enemy counts

For example, the Izaro fight. I'm not sure if it's the Portals spawning tons of unique monsters (why are they unique?), or the mobs spawned by the green Goddess orbs (why are they unique?), but the game grinds to a halt when you kill a dozen of them at a time.

There are other encounters I've noticed this, but this was especially stood out as absurdly easy to die for an effect that should not be so intensive in such a scenario.

Simpleton fix is to either remove the Unique attribute from nonsensical mobs such as this, or drastically reduce the resource usage for each subsequent Guillotine in a short time window, or give it a cooldown.


Edit: actually realized it's not specific to the Executioner's Guillotine Effect, that's just the one I happen to use.
P1 SSF Mirage: 91 KB Elementalist
P1 SSF Phrecia: 97 Oshabi Aul KF
P2 SSF FateOTV: 89 Spark PF
P1 char archive: view-thread/963707
Last edited by unsane#5479 on Mar 9, 2026, 10:37:22 AM
Last bumped on Mar 8, 2026, 4:58:57 PM

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