Quote:
Originally Posted by
Reynhart
Yes, they do. That's why you see more and more "raid" mechanics making their way in storyline fights, like tankbusters, packing and gazing mechanics, etc...Normal raids are just...slightly less forgiving. And for the record, dungeons are also too easy...which will change in SB (Confirmed by SE during Fanfest)
Your proposed "stairway" --
Quote:
Interviewer: You mentioned that healers will no longer need to worry about accuracy in instanced dungeons. Will this have any impact on raids?
Yoshida: It won't change. Raids are intended to be high difficulty, so if you want to rely on attack-based actions, the thought is that you'll need to stack accuracy.
Interviewer: Since the damage output of healers isn't connected with the clear conditions set for the raid, the idea is that you have to put on certain equipment if you want to focus on attacking.
Yoshida: If attacks would hit regardless of accuracy, things would lean towards healers feeling that they need to attack rather than having a choice. But as it is, if you're aiming for an early clear and the healer isn't putting out DPS, of course you won't be able to beat the boss. If the team decides to make the choice that the healer should be doing damage, the idea is that they will need to reduce their healing performance to gain accuracy.
Interviewer: I see.
Yoshida: On the other hand, we've seen a lot of feedback that accuracy itself is dull so we've talked about getting rid of it. Right now, items can't be designed without including accuracy to some extent. Players work to figure out the accuracy required, and it can be an interesting problem to balance the accuracy until you're always hitting the target, but the preference is divided. Moreover, there are players at the casual level who are not even aware of accuracy so it's gotten to the point where accuracy may not make sense as a parameter.
So, despite the truth that Yoshida just took a dump on your "argument" I'm sure you'll find a way to fit that into your delusions. Here he shows the design was not some "vision raiders try to enforce" but rather the dev's deliberate design and a choice they gave players with the idea that early clearing groups would need ACC. And, he echoes my constant reference to the reality that they are always concerned about closing the gap with casuals and accessibility. Here he considers removing ACC to make the system more intuitive. This is no different from what he said about the STR / VIT changes.