Because making old mobs obsolete = a dead game, right?
Lol.
Oh my, now hardly anything in XI was worth boasting about...man I did like to boast about my solo/duo limbus runs those were fun and hectic.
Then again I'm totally blind to the game after the cap raise from 75 my character got hacked and I decided to call it quits there and focus on the upcoming release of XIV back then.
But seriously guys...FFXIV...
Unless your game is designed like Demon Souls / Dark Souls old content will always become like that Jeronlmo - hard content becomes really easy.
Seeing as how SE is doing stats in FFXIV, that will definitely happen here in this game as well.
So you are one of those people that make comments on threads.
I had a feeling you were one of those.
. . . Sorry I had to join in somewhere.. :D
Back on topic - Would you use a deadly boss mod or not?
Background:
(Deadly boss is a mod in WoW that tells you when as boss does an action and what to do for certain actions in order to fight a boss effectively - taking out the element of memorization and some of the on the toe decisions, it however doesn't make any actions for you)
DBM for World of Fantasy that got LK-like bossfights? Hell yeah!
I wouldnt be too sure of it being super gimp, Yoshida did talking about making API to make addons like in WoW. (Could be just a general example and not in exact form, obviously just speculation).
I would use something that puts in a box "Boss is casting "x" ", or a notification when a buff wears off (you can "program" these into echo macro's but its ugly and annoying to watch chat).
Someone said DBM actually pointed to were you need to stand, thats a bit much - thats something not even a player could do in the middle of combat. But... hard to stop such a feature full addon without creating a restrictive API - or moderating addons (which will probably cost too much to be feasible).
While I may use it if its available - like others who have voiced their concerns, I really hope SE doesnt base content off of addons.