Until your entire team is overgeared for the fight, yes. Yes they will.
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what kind of shit take is this
Source? Because I cleared P4S week 1 this tier and the enrage is not forgiving on non-meta compositions. I also have week 1 clears from the past and enrage timers were NEVER forgiving in any single Savage tier, ever. E8S's enrage timer was harder than most but that doesn't mean other week 1 enrages were "very forgiving".
My position is very simple:
I do not enjoy this obsessive focus on DPS in the community right now, but that's the DEVELOPER'S fault for designing content where DPS matters disproportionately much more than most other MMO raid encounters, both because jobs and utility have been gutted so much they are barely a concern these days and because they literally design fights in a way that cater to FFLogs andies (look at all the arena pattern design and mechanics like Act 2 or E12S's primal mechanics where there are always safe spots on max melee that are so clearly indicated you would think they don't actually want you to treat "out" mechanics as an actual "out" mechanic).
If they want people to care more than DPS maybe make fights that actually force people to care more than DPS. Banning parsers do not make people care less about DPS if the fights themselves REQUIRE and the content design obsessively focuses on it!!
So I ask again, whence comes this attitude where we can see health bars and boss positions and mitigation buffs, but damage numbers are BadWrongEvil that must never ever be visible? Is it maybe...because low numbers are embarrassing, and instead of wanting to learn anything about how to play one's job the toxic casual GCBTW would rather screech that statistics should be hidden on purpose instead?
But I don't muse, because that's always been the argument for no parsers. Because expecting, nay ASKING people to improve is cruel harassment that has no place in Hello Kitty 14 Adventure, while being snide toxic casuals about "tryhards" and "elitists" is good positive behavior that should be encouraged.
About as shit as "without parsers nobody would know what they did wrong and nobody would clear harder content". Persers, ACT whatever. You make them sound like they're this miraculous tool that gives you all the answers. But it doesn't. On its own damage tracker is worthless. The number it gives you is just data that's slightly more detailed than binary success or failure. Without any further data to compare (which at week 1 I'm assuming is going to be scarce) it really doesn't mean much. And ultimately damage is the result and not the cause. Displaying your virtual score really tells nothing about why it is the way it is.
Then you can start worrying about people not playing properly, I dunno if you actually get the point I was getting at.
Do you think that the people who have been talked about here that would supposedly benefit from a DPS meter are even relevant in that discussion?
Generally speaking the reason why the boss doesn't die is because people die over the course of the fight/ has too much downtime because they haven't '' perfected '' the mechanics yet and figured them out entirely.
A DPS meter isn't going to help them there.
And someone who does 3k DPS in P4 or whatever isn't going to reach that point.
The people who actually figure out all of the mechanics week 1 and go in with full crafted BiS + food etc aren't the people who don't know what ACT is and even in that context it doesn't actually matter it's not going to be the reason why they killed/ didn't kill depending on whether they had ACT running or not for parsing.
And they're not going to be people who have no clue how their Job works who even needs a parse software/ ingame DPS meter to tell them that they don't know.
You can know all boss mechanics in the game, but if you're bad at playing your job, you won't clear, unless hard carried by others. If you have a full group of people who know everything perfectly, but can't play their jobs efficiently, you won't have enough DPS to finish the fight before enrage timer.
I also find it fascinating that yes, while the toxic casual playerbase that absolutely refuses to learn anything won't benefit from ACT or parsing in general, anyone who does perform the vile wicked sorcery that is obtaining basic statistics needs to do it in a hushed, speakeasy backalley way and never ever ever admit that they do it, because the toxic casuals would be embarrassed and pissed off if the evil tryhard elitists were allowed to openly obtain said numbers.
Toxic casuals wouldn't benefit from an official parser, but the developers and the TOS being written to shield their precious fragile egos from any challenge whatsoever is what makes parsing "bad".
If one has a good eye and understands the nature of the mechanics of the fight they are in, then you can usually figure out what caused it in the first place. It takes practice when you've seen Savage and EX enough times. As for "doing a good job", a reminder that Savage Content tends to skew towards All DPS carrying weight along with the Tanks. Healers being tertiary damage. So, if one does not do a good job of DPS, then someone in the group is missing their rotation, or missing uptime.
At the end of the day, it's a cooperative game. Groups that actually help each other to succeed have a higher chance of success than those who look down on them if they aren't doing a "good job". Then help them if you can.
I think you'll then see groups saying they require *SET BATTLE RATING* and a screenshot, which would change the screening of groups that are looking for certain people who can perform at said level. Even if you yourself can only see it, it's still going to be problematic and not really change the state of things if we throw in a damage meter - it'll just be a bit more difficult than merely denoting The Site That Shall Not Be Named. This screen at the least won't cause griefing, but it'll still be stigmatizing for finding a group if your score isn't high enough.
I forgot to add this before I posted, but people over-emphasize numerical values. I think if we were to take this screen, we should only display how many Stars as a Battle Rating for how well you did instead of numbers, because people love high numbers and always require a threshold if they are looking for certain parameters.