Quote:
Realistically, the kind of "hard" mechanics you want to drop on a 4-player team are that which removes a player (eg fetters/gaol) from action if a major mechanic is ignored. eg fetter the tank, then the boss goes after the healer. Fetter the healer, tank can't free them, and the DPS has to free the healer. Fetter the DPS, the other DPS has to free them. If the tank or healer try to free a fettered DPS, then they neglect their roles, and create a failure situation. This is just one example of where the roles during a boss would need to be more rigidly enforced.
In your example - what is the "
Quote:
Originally Posted by
Tridus
Well, the thing I was replying to was specifically the idea that in that case, if the healer gets put into a ghost then it's an automatic wipe. Which isn't true. People can do stuff. If it's tuned so high that there's no room for error than perhaps not, but there's a fairly wide gap between that and "it's literally impossible to fail this" that we had in 4.0 expert. I think there's plenty of room to close up the gap without it being "someone missed a thing, wipe it". Especially with the ghosts, where in a dungeon context you'd really just need to be able to buy time for the healer to get back and then carry on.
Tuning is always harder with less people because of the wider variables involved, but that's not really justification to say "everything has to be faceroll", which is what I was getting from Riyah.
That's kind of our point though. As you lessen the ability to layer mechanics because of less available targets per responsibility it becomes more binary. Normally you'd offset this with a more robust toolkit/decision making and choice, but that isn't an option in the current design constraints. If it was an option I would agree with you 100%.
Quote:
Let's say you have a fight from which a given player may (or must) be snatched/separated, leaving the others to fend for themselves. Assuming a strong DPS check, this is of approximately equal risk overall, but the most notable examples will doubtless be the loss of healer or a tank. If you make each hit or frequent hard-hitting special instead a split AoE (iirc, there have been 3-4 examples of this in 8-mans already), then the party can survive the temporary loss of a tank and the impending chain-kills with proper heals on a "MT" dps and "OT" dps swaps, just as a party could survive the loss of healer if topped off prior through said swaps, and a party short of a DPS could pop an extra CD or two and go full tank/healer ham on the DPS check (which, as it is not the final enrage, is meant solely to force a point of decision and commitment thereto in order to add dynamics to the way the fight is handled, not in itself to test DPS throughput under normal conditions).
Your example mechanic is incredibly unclear (a result of your haste to get out the door I assume). I just don't think the jobs have the tools to do what you're entailing.