Those FFXI battles only became entirely gear-carried after the cap was raised past 75. Prior to that, the gear system was mostly horizontal, which didn't allow players to simply overpower instanced bossesQuote:
Everything you showcased would require reflexes and latency way beyond what Titan Extreme or Twintania ask for. So, again, it's not that I don't agree with you, it's that this isn't really what the OP and the horde of goons is asking for.
EDIT: The FFXI examples, however, is what they want. 100% gear carried encounters. Unless you count the whole "OMG RUN OUT OF THE ROOM" thing in Ultima. Then it's 90%.
My point with the MH and DS clips is that the mobs actually react to the players, and the players are forced to react to the mobs.
There is simply no DEPTH to Job Skills, Gear or endgame Battles in ARR. The only challenge is based on memorization and EXECUTION -- with severe punishment for any deviation from it.
An Execution based challenge can not be mitigated with the 'echo' or gear buffs-- as such, it serves as a heavy barrier for advancement for non-static players. That was what the OP was bemoaning.
Also, the lag issue can be alleviated by simply removing either insti-kill or perma-death from select attacks.
to use Titan as an example:
- Landslide could cause a player to fall down to a platform and die, but they could still be targeted by Raise -> insti-kill without perma-death.
- Gaol could have a countdown where if a player isn't freed in time, they become permanently petrified. --> perma-death without insti-kill.
Simple changes like this will make lag spikes or even bad connections less of a critical issue.
