So why is a game that refuses to add any real DPS meter/measuring mechanics, and will ban you for using one yourself, need to have DPS checks this tight anyway
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So why is a game that refuses to add any real DPS meter/measuring mechanics, and will ban you for using one yourself, need to have DPS checks this tight anyway
Devs should share their comp. Otherwise they have a party of lvl90 Blue Mages.
The amount of times they've shown developers gameplay in the past 20 years of XI and XIV is countable.
They aren't some indie dev company, memes all aside, where they'll engage with the community and play their games leisurely on Twitch to help self-promote. They have advertising parts of the company to do this, the developers just go back to more development as soon as they're done.
Not counting Yoshi-P himself doing a few events, you'll not actually encounter internal development teams showcasing anything.
Plus don't tell anyone but their clients aren't the same you use. Too much info would run along their chat log to actually show anyone.
You can clear ultimate without actually being amazing.
They are long fights, and they require skill, but they are not exponentially harder, from my experience.
Mechanics come out faster, sure. But I was starting to zone out doing weapons refrains first two phases, they had basically become muscle memory.
I've seen plenty of ultimate raiders fail basic mechanics in older fights.
It depends. Some companies will have a group of testers prog some content blind, though often that's not an in-house team. WildStar actually did some of that with the first Adventures and raids before the game was out; they had specifically chosen folks from the beta tester group run some bits of content blind and see if there were parts that were unclear. I don't think SQEX does that, admittedly.
And an in-house team almost certainly has a breakdown of the content's mechanics and progression, because you frequently don't have the time to let in-house testers prog something blind; they're in there to make sure the mechanics work as expected (which means they need to know what "as expected" is), and that the phase transition doesn't crash swapping arenas (which means they need to be able to get to said phase transition), and that a mechanic isn't so tight on timing that it's not possible for a party to move in time, etc.
The sort of testing and balance an in-house team needs to do almost requires they have the fight timeline there to work from.
And honestly, I would be shocked if the in-house team played through the entire tier with every possible standard party composition, especially if they did so every time the fight was tweaked during development; with the ever-growing number of jobs this game has, that would start to take a prohibitively long time to test every fight with every single party combination every time they tweaked the fight in question.
So, am I surprised they might've played with a party comp they were comfortable with, and just taken it for granted that it was doable with all party compositions? Not really; I can easily see that happening.