Alright, gonna take the time to answer some of this.
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Originally Posted by
KisaiTenshi
If the DPS have to stop DPS'ing because of something the tank or healer did, then it's a DPS loss absolutely. It might not be large, but it's an avoidable one when a DPS player has to move and interrupt their combo.
Ultimately, the melees and ranged (not casters) have instant GCD casts, so it's just weaved in. Dependent on how the oGCDs line up, it might not be a DPS loss at all, as the heals are used on the oGCD. Now, if it gets in the way of an oGCD damage ability then yeah, DPS loss for sure. No arguments there.
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Yeah something like that. The game likes the 2.5 second GCD a lot, perhaps it would drop the tank off or to the bottom of the enmity table after X GCD's of not being in tank stance.
Potentially yes. It could also be a sliding scale sort of deal. Whenever you're in DPS stance, you essentially bleed enmity (so instead of the bleed taking away HP, it takes away enmity). Could also make for an interesting mechanic of balancing stance usage, rather than a straight fall-off after a certain amount of time in DPS stance. I wouldn't be averse to it.
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That's why I suggested maybe the belligerent mobs having their own healers. If reducing the healer DPS to less than 20% isn't possible by directly lowering the potency, perhaps new/harder content should be designed where the belligerent's healers can bring the belligerent mobs back to full health by the same measure the players can for their own party. One strategy would involve separating the belligerent healer from the belligerent group to take them out. Another would be stunlocking/sleep/silence the belligerent healer/group and that requires being able to kill the belligerent healer before the debuff time runs out, otherwise the belligerent party will just take a very long time to kill, even by outgearing it.
They probably could do that. Have healer DPS abilities scale off INT and not MND (with some notable exceptions such as Assize, given it's role is meant to be a little bit of everything). The stun of Holy would still be useful as a mitigation tool, so that wouldn't completely wipe out WHM in dungeons either. They'd still have some utility in the form of Holy. For the solo instances where you'd need the DPS... make it so the "Breaking Boundaries" buff (or whatever it's called, with the flavour text of "Breaking limits in a way only a warrior of light can") for healers would basically have their INT stat match their MND stat. This will give their DPS abilities oomph in the solo duties, but make them basically wet noodles elsewhere (outside of low level dungeons like maybe Sastasha, where healers don't yet have their huge discrepancy between INT and MND).
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You still seem to think I'm coming to these threads because “ooh raiders bad”, no. Really it is because so many of the suggestions put forth by the raiders, amount to bigger DPS sponge-mobs and skills to inflict bigger DPS to make the raid take less time. Sure a 2 hour raid is maybe a pain, but reducing every raid boss to 90 second burns is not fun either. Realistically, if a raid has a 90 minute time limit, then it should take a minimum of 1/3rd of that time with an average party, 2/3rds with a weak party. But who really wants to spend a 30 minutes on the same boss. Likely nobody, so maybe cut the time limits to be specific to each phase so they're counting down to enrage. If you hit enrage during M+/EX/Savage, the party gets a prompt to “restart?” and the time resets.
As far as I know, most raiders would like to see more mechanics involved. I'm sure there's a few that believe in bigger HP sponges, I won't deny that. But I think for the most part, we just want interesting mechanics use. Given how well received Ultimate seems to be, which to my understanding is basically a glorious clustertruck of mechanics mechanics mechanics, I would say most raiders love the mechanical challenge. Tighter DPS checks sure, since that in itself is also a mechanic (can you focus your DPS in on this part to make sure you down it?).
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The common ground exists, just some people just want me to me wrong, even when I agree with them, and thus don't even read the post, and it gets tiring.
Fair. It's just your crusade has tired raiders out, and probably explains the hostility. At least, it has felt like a crusade. Almost like "violence begets violence", it creates a vicious cycle. While I agree being kicked for stupid reasons is bad no matter when it happens, I'm sure most of us have been kicked for stupid reasons. Not sure how we can solve that issue. When you put forward those suggestions though, like I said, I liked them for the most part. When you bring suggestions to the table, I am willing to listen. And so are other raiders for the most part. Even if we disagree, we can have a meaningful discussion about it.
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The idea behind 5 was more about about preventing the bots taking advantage of tuning knobs in enmity from the earlier points.
Like if the developers were so inclined, they already have a solution for this in PotD, you have to defeat X many mobs to unlock the portal to the next floor. That can also be the same strategy where killing specific groups of mobs opens different paths, or difficulty scaling, or different reward paths (reminiscent of V1.0.) Right now, you can wall-to-wall pull, right into the boss room of some dungeons. That is just broken. If a tank hits a mob, and runs away, it should lose interest after a few GCD ticks worth of time. It shouldn't be possible to just hit a mob once and keep enmity, but just the same, it shouldn't be possible to just run through the mobs and survive to begin with.
If a dungeon is laid out like so:
(Entrance)-(mob group A)-(mob group B)-(mob group C)-(First Boss room)
Hitting all the mobs from A, B and C, and making it to the boss room shouldn't ever happen, even unsynced. Throwing a door in the middle to require that group B be defeated is sufficient for opening the door, but another strategy could be to lure group A and B into a trap, and thus not have to defeat them at all. The door unlocks, and then you could pull group C into the trap,or just kill them directly. The only place in the game that really has something like this is MSQ's Castrum Meridianum, with the cannons (and was in fact the strategy before it was outgeared.)
But because players don't like obstructions to pulling everything, it makes the content slower. What would be necessary with luring mobs together or to a trap is some requirement that the tank or other party members not run away from them. I picked 15y because that's the WHM Medica distance, and is generally sufficient for mobs to consider a player “too far away” without a door resetting them. It can be farther away, it just can't be “so far away the mob can't hit the tank even once”
Yeah, fair play. Thanks for the clarification on the reasoning behind idea 5. I must say, with the clarification you've provided, I am warming to the idea. Luring certain enemies into traps would make for some interesting gameplay if done right. Like let's say trying to lure the healer into a trap that silences it, making it easier to kill as it can't heal itself. I would be very much on board with that. I think I speak for a lot of us when I say we want dungeons to be more interesting, and this is definitely one way to approach it.
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It's too bad FFXIV didn't make one DPS role have bombs (eg the rogue would have been the logical one) , because one really fun strategy in Wizardy was to layout layers of bomb traps. Only AST has a trap (Earthly Star) but it's not tripped, so it doesn't quite work that way.
Aye, I agree on this. If they were ever to revisit the branching job system (aka SMN/SCH) and add it to other jobs, perhaps there could be a secondary ROG job that would focus on traps (perhaps have different traps do different things, like Hunters in WoW). But as it stands, they seem to be vehemently against that system (potentially even splitting off SMN and SCH into separate jobs, I believe that's been hinted at, but don't quote me on that). So I wonder how they could implement it. Make it a part of 5.0 NIN? A new job that focuses on traps? I guess that's up to the developers to decide.
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What I'm getting at is that there is literately nothing interesting at all in how trash mobs are killed. It's the same in every dungeon. Having cannons in every dungeon doesn't make logical sense, but a player being able to set one would, or existing bombs (a la PotD), or having a player be able to set bombs. The traps just wouldn't be viable to use in a boss room, but here's a good opportunity to make trash mobs stop hitting like wet noodles by providing .
Agreed. Trash mobs at this point are literally just cannon fodder.