
Originally Posted by
Vivivivi
/facepalm
Alright, one last time I swear.
Battle strategies are not the problem with regard to Yumcax specifically. Groups are properly getting windshots and windblade on it to break the regen shield etc.
The problem is that the following things all exist at the same time:
- The entry item requires a significant time investment
- The mob can and will regen to full if not constantly dealt with
- Adds in the area have devastating AOE spells
- The battle can be entered by anyone and all mobs are targetable regardless of party or alliance affiliation
- Similarly, AOE spells will do damage to everyone regardless of whether or not they have aggro
Because of the combination of these things is why we are seeing Yumcax fights extend well beyond a reasonable time-frame. You can have a fabulous setup of 18 people, two Aegis paladins, corsairs, summoners, healers, buffers, DDs, and everything can be going smoothly if prepared properly.
The major problem:
There is absolutely nothing that group can do if a single person acting on their own decides to join, and pull/link/aggro a few Stonega 3 casting mobs over to that group (intentionally or not). The alliance has two options- ignore the mobs, which WILL aggro them after their initial target(s) are defeated, or engage them. If they are unsuccessful in defeating every last mob that aggro'd the alliance, those mobs will then proceed to KO each and every last alliance member.
Everyone here is entitled to their own opinions on whether or not they feel they should just leave the battlefield at that point, that's fine, no one is forcing anyone to play the game for an unreasonable amount of time. However, the fact of the matter is that many people are not choosing to leave, and as a result you are left with little choice but to "stick it out" if you want the win.
This is my final rant on the subject because I have nothing new to contribute to it, I am just rephrasing all of my earlier points.
Here is what I see. The Yumcax battle itself is designed just fine. The NM and the adds are not too difficult to deal with when prepared, and everyone works together. It is the combination of the bullet points outlined above that is problematic. Putting myself in the dev team's shoes for a moment, I have to imagine it is difficult to anticipate how these scenarios are actually playing out. The battlefield has a "safe" recovery spot, if everyone is on the same page. The reality is, people enter the battlefield constantly, make a mistake, and repeatedly wipe dozens of other players who are trying to recover.
I have multiple constructive ideas on how to prevent these marathon battles, none of which involve "nerfing" the fight itself because I don't feel that's necessary to do. Maybe the simplest one is most obvious- alter the regen dispelling to either last longer or permanently break. It doesn't fix MPK issues, as I would have to guess altering the mobs behaviors would be a much more involved adjustment. What it does do is prevent progress from reversing itself because one or two individuals slipped up.
In the words of the great philosopher Forrest Gump, "and that's all I've got to say about that."