[paladin with dreadwyrm weapon can't press sentinel in expert roulette]
Coil Requires Skill
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[paladin with dreadwyrm weapon can't press sentinel in expert roulette]
Coil Requires Skill
The biggest challenge in this game are challenged teammates. Sadly, plenty of people seem to be happy with that fact, so I don't expect things to change anytime soon.
Part of the traditional fun with MMORPGs is discovery. It's one of several reasons why World-First players do what they do. It's part of the reason why people like to discover a new fight blind. They like the idea of learning the new boss mechanics before others. If every single fight was about rolling out of the way with an invincibility aspect behind it, the fights would be rather boring, as the only unique thing about them would be the pretty graphics and effects. I mean, unlike single player games, we're talking about combat that MUST accommodate more than just you (a single player).
If you're expected to never die, even on a first-attempt for new content... what's the point of even having a combat system that might kill your character? I get that you're talking about insta-kill mechanics, and that's fine to argue against, but you have to remember that the ONLY WAY a blind run will complete a new endgame content fight on first attempt, is if the fight itself won't even do enough damage to kill people (tanks, healers, dps) or any mechanics that are shown are painfully obvious and bland. Perhaps the boss emotes that "PREPARE TO DIE! THE ONLY THING THAT WILL STOP ME ARE THOSE CHAINS IN THE CORNERS OF THE ROOM!" Or do you truly believe the very first Cerberus fight didn't involve a wipe to learn how to do it?
If skilled people could one shot the newest raid, it would essentially make every fight tank and spank with getting out of the red. It'd also cut the life expectancy of any raid by a great margin.
you must be new to the game.
t9 and beyond have been around for awhile, T6-9 use to be the top raids and so had the top gear, since then SE have added new content and new raids T10-13 which now carry the top gear, yes equal ilvl to augmented ironworks which btw you could only augment by doing fcob. now they unlocked it alittle allowing us to get the mats from either hunts or weekly quest.
Wod is the newest 24 man raid, and as such needed to have some relevant gear and since the relevant ilvl was 120 that means it is stronger than previous end game raid gear. but not stronger than current endgame raids t10-13.
as for previous dungeons and raids not being unforgiving... well now your doing it in 120 gear.. how about you go try with a group in the lowest ilvl gear you can enter with and see how different it is. not sying youll wipe but youll notice a difference.
as for not letting you know its more difficult.. for one its 8man teams.. in this game that means more difficult.. on top of that coil is the endgame raids, so knowing that you should assume its suppose to be hard.
But it doesn't have to be.. let's face it, ff14's boss mechanics are not the most creative ones.. only way they scale the difficulty up is by throwing more aoes and making the telegraphs last less time before the hit comes.. no individual mechanics, everything's a group effort.. No room for a hero.
I remember in WoW, when things start looking bad, as an OT, I could taunt the boss, kite it around for a while and let the party regroup and get their stuff together etc.. In fact, it's almost part of the raid strategy to do this. But in this game, such opportunities are rare. One person screws up, RESET!
T9 is a terrible fight and I hope future fights don't follow the same pattern.
The whole thing literally puts me to sleep.
It gets better though, trust me. T10 through T13 are all very fun.