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  1. #19
    Player
    Noahlimits's Avatar
    Join Date
    Sep 2013
    Posts
    972
    Character
    Akira Ono
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    First off, I have nothing personally against enrage timers. The whole point of this topic is that SE clearly said that they are against people parsing (by saying they won't ever make their own in battle one); which I'm totally okay with. It's their game, they run it as they see fit. With that being said, I feel like putting in enrage timers goes against that whole philosophy. I am not advocating parsing and I personally have never done so. But I can't help but feel that making hard to reach enrage timers strongly goes against that.

    Second, it seems like a bunch of people have selective reading.

    Quote Originally Posted by Raenryong View Post
    Enrage timers exist for two purposes;

    1. It prevents healer stacking. You could otherwise bring 3-4 healers to every fight and have a much easier time unless there are harsh dps checks throughout.
    Quote Originally Posted by tOnni3 View Post
    You will see PF looking for 1 tank 7 healers party as common if no enrage timer.
    For Raenryong's second unquoted point, I'm not arguing with that. But it's very hard to tell if you're cutting the mustard on a high end fights if you have a semi-decent rotation since they aren't making their own for in game. Yes, they aren't needed if someone is obviously doing a very bad rotation. But if someone is doing a semi-not-super-terribad rotation, it would otherwise be hard to tell if their dps was the reason for the hard enrage. Thank Jeebus I'm a healer and don't have to worry about DPS much, right?

    I very clearly said in my original post:

    Quote Originally Posted by Noahlimits View Post
    I understand one of the reasons for enrage timers is because otherwise parties would just stock up on 5+ healers to grind out wins in content that they aren't ready for (think t2 enrage). For this reason, I'd suggest locking in required slots for raiding (2 tanks, 2 healers, 4 dps). This would prevent one tanking strategies, but SE has shown that they don't like that in the first place (introducing forced tank swapping stacks, and what brainjack was originally supposed to do in T8 before people found a way to circumvent that).


    Quote Originally Posted by Zumi View Post
    Let me tell you a story about the time I got Titan HM in the Trial Roulette.

    I was playing Paladin, and had a SCH healer we were the only 2 that could dodge stuff. Everyone else was dead at about 45% or so left to go because they were bad at dodging. But me and the healer decided to keep going, neither of us made any mistakes. I had to bust him out of the rock so many times, fought Titan for 35 min before he died. The sch used the LB3 at 5% raised like 3 guys that didn't fall out, even then during that 5% 2 of them managed to get killed again.

    That is why we have enrage timers because a few people can carry everyone else that is unskilled at the fight and take as long as you want to win.
    How is this any different than people carrying other players now?

    Quote Originally Posted by Firepower View Post
    It wasn't AV it was Pandemonium Warden that the group took 18 hours. Guess what square did in response to that. Put enrage timers on him and AV.
    But our instances already have 60-90 minute timers for most difficult end game content. That situation isn't even possible unless there was a boss that wasn't in a instance that was of high difficulty (no, Odin and Behemoth don't count as hard bosses).
    (3)
    Last edited by Noahlimits; 06-05-2014 at 01:27 PM.

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