The main run-killer with ghost ship is that he he heals a ton from killing players (from some of his attacks at least), so if you’re with a bunch of bad players they’ll feed the boss a ton of healing and dramatically increase his survivability.
In fairness to death-prone players the move speed decrease can really catch people off guard the first couple of times and particularly hurts less mobile classes a lot when they’re trying to avoid his tri-pronged death laser, but still it’s frustrating when the boss heals up 2 full health bars whenever he does his mechanics lol.
It should generally get easier over time though, as players learn how to fight him and people get more Fighter: Ghost Ship buffs of their own to counteract the debuff on the ship. Overall I sort of feel that the arguably anomalous difficulty of ghost ships will resolve itself in a couple of weeks anyway.
I’m closing in on 1370, but until now 960 runs go smoothly or more like turning into a steamroll as we progress, so I don’t see a reason for a nerf.(no ship yet) Okay I admit it, I’m a blue lancer, so I endure more pain, but its all about player intellect, nothing else. Just doing proper tanking and disrupting aoes, I’m already cutting back on overall casualties. Ofc the purple mass explosion can rekt me as well, but if I can manoeuvre out most of them, sure any other class can, just gotta pay attention to mechanics - as basically everyone above said.
I died 8 times in row with paladin, never complained because I was there trying to tank boss skills…now I am fine with it. get ghost ship and it’s crew (takes around 12 days)