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It really is silly that the mechanic punishes players for being effective DDs (and requiring us to hold back at certain HP% when the game itself doesn't show us the boss HP%...). Ifrit should just become invulnerable for the duration of nail phases.
ITT: "I am unable to deal with this, or if I am able I am annoyed by it anyway. It must be because I am too skilled, and thus unable to adapt. YOSHI PLS"
Kinda sounds like people just want to zerg shit and skip mechanics to me. If you're group is capable of pushing the dps to it's max, what more skill are you gaining from skipping mechanics in place? The point of speed runs is just that, to see how fast you can clear a dungeon. It just so happens that for Ifrit Ex, you have to go through nails to clear it. It doesn't stop you from a "speed run", it just prevents you from facerolling through it without having to worry about other things.
It's not hard and it has nothing to do with player skill to kill a boss slowly. But it takes away from the enjoyment some players get from challenging themselves to play their class as effectively as possible when the game rewards you for not playing very well (it's the same issue with the limit break system: the game rewards you from dying and taking hits and being slow).
In Twintania I do find it difficult to estimate if group should hold or push damage between phases 2/3 and 4/5. I don't think that has anything to do with my skill as WHM though.
The best part of this thread, is that 1/3rd of the posts are people who don't understand Ifrit EX or what the OP is even getting at.
They're just descending into hyperbole at this point and ignoring what people are actually posting. I don't think a single person in this thread is actually against a DPS hold mechanic but people have no idea how to actually discuss things and just see everything as a bipolar debate.