Keep that speed running to Brayflox HM ok...? The speed runners already way over infest that one.
Face-rolling is not the primary objective of this game. For some players may be fun do that sometimes, but it is not the intended goal or purpose.
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At least the driver has tools to manage his engine temperature, MPH/kph etc where we as players are totally blind. We get a bosses HP bar with no percentage indication aside from us estimating, yet so many mechanics at percentage based.. when you aren't provided with all the tools you need to succeed it is a problem for the designer
The objective of the game is what each player decides it is, only bad players decide what the objective is for everyone else. Which is exactly what speed runners do when they don't communicate, and it is also exactly what you are doing right now by telling everyone what the objective of the game is. Yes, I am calling you as bad a player as the people you are calling out
Yeah, guys. Get chatty or go AFK so you don't over-deeps. How dare you have fun actually playing your class! In a boss fight no less. For shame.
/s (in case it wooshed over people advocating doing jack once geared)
Well that is very different problem than what is high DPS good for, now is it. Perhaps you are thinking about early warning indicators, some sort of animation/animated tell?
And what objective have I imposed on anyone? LOL. They have problem with too much DPS, I have a solution ease up on the throttle. It is hardly dictating to them the objective of the game. Call me a bad player, big whoopeedoo.
For T6, my group does super slug method, however we can not kill the super slug without a level 2 limit break. We have the dps to push the boss after the first honey, but at that point, we won't have enough limit. So, in order to do the fight we all end up standing around doing absolutely nothing.
WoW are people actually defending the design of having your dps go afk at x% of boss hp?
#toomuchdpsforyou
http://www.youtube.com/watch?v=hcwGzLbdHgw
So you're saying that your group simply didn't adapt to their higher DPS.
My group had this issue a couple weeks ago. We figured we had enough DPS at that point to just burn so we just changed our strat to keep attacking the boss like normal and once we got LB2 we'd Caster LB to get rid of the slugs and keep on trucking. Problem solved and the fight became much simpler. We also could have just kept damaging the boss until LB2 then just done the Super Slug method a bit later as keeping the slugs alive isn't that big of a deal.
The Problem they have is: all mechanics are based on BOSS...
There is not a single "gambit" that reacts on Player HP or Job...
And mostly not only BOSS HP, they have focused too much on a strict timeframe...
They have to get rid of that stupid static programming and adding more variables - no not randomness in "attacks" but lets say "delay if..." or "attack with X if..." and so on...
With well programmed Triggers you will get an awesome Bossfight, but we do not have them yet.
i believe with this thread and especialy the "curent state of endgame" thread by the japanese player geting momentum we really should get a response from the devs on this issue and i hope whoever is monitoring these threads brings it to their atention.
curently.
hardcores are geting anoyed by their hard earned gear being punished
mainstream are anoyed by the titan ex wall and over reliance on everybody doing the tight rope perfectly
casuals cannot even clear or hope to clear or accesss any of this content.
It's called "skill", learn to get it. It's an added challenge when dishing out too much DPS will result in a wipe, it forces you to adapt and pull back on the throttle. It's similar in concept to racing where sometimes, you actually have to go slowly at a particular section of a course to achieve a faster time. You can't just push your throttle to the floor and expect to win, you need to control it.
Those moment reveal how the fights are really on rails and you're meant to sit through all of it.
I feel like getting good gear in this game is at times pointless and it will do nothing to help you get through fights.
I think in mechanics of that encounters, it is also required DPS needs to learn when to hold and when not.
I'm happy there are also mechanics DPS must follow, because in most of the content, Tank needs to know what to mark and where to move, healer needs to know what to use and what not to use (to save for emergency or some point), while dps just need dodge and killing things. You know, when dps have just to not kill a thing makes Garuda so difficult :)
Your method should be adjusted then. If you have enough dps in your group to push the phase after the first honey, then you more then likely have the dps to just stay on the boss purely the entire boss fight powering through the stack mechanic.
The only real issue I can say for certain is a real issue is forced enrages and t7 renaud voice timing, both of which should be adjusted on the dev end.