Well, he kinda is. He's saying that players aren't punished for doing too much dps, only for not controling the fight. . .because they're doing too much dps. There's a contradiction hidden in his statement.
I can get behind mechanics more complicated than "max DPS all day, every day!" I can't really get behind "time to stand around until the boss attacks." Things like the counter-attacks some of the hunts have? No problem (as long as the debuff limit isn't killing your ability to see which counter is up). Things like Leviathan's head killing ranged attackers after the first minute or so of fighting? Sure. Things like bosses wiping the raid if you accidentally push their hp% too soon? Not so much (especially since when most of these launched the only way to tell hp% was to violate the ToS).
Eh. . .depends on what you mean by "like." Since I already mentioned Levi, I'll keep using him as an example. Do I "like" not being able to attack the head as BRD? Not really, but it's no big deal. Do SMNs "like" not being able to attack the tail? Probably not. Do the healers "like" the Briney Mirror mechanic encouraging them to swap? Again, probably not.
And you're right, the only real valid expectations we can have for mechanics is that they not be broken and that they not exclude a portion of the player base unfairly (like if Ifrit were immune to Fire spells, or something). But we can ask that they be fun, and a lot of people don't find slowing dps to accomodate a script fun.
I don't really see many people asking for Patchwerk. Just something that allows the dps to worry more about going too slow than too fast. I mean, most or all of these fights have time-based enrages, so there's clearly an expectation that a certain dps level will be met. And there are wide bands above that where your dps will let you clear the fight. But then there are bands where the math goes sour and kills you. I'm not seeing a good reason why it *should* be that way. Especially since the other side of the death-band is safe again (sometimes), but there's no easy way to tell if you'll clear it until it's too late.
I guess I can use examples of mechanics already in the game to illustrate my point. . .
T1: You can hold dps on Cad until after you feed him so that both snakes don't have a stack. Or, if your tanks are geared, you can say screw it and push. A fairly lenient mechanic, gear permitting. No problems here.
T2: No mechanics I can think of that would require holding.
T4: Save cooldowns for Dreadnoughts. I like this, because it doesn't require you to stop attacking entirely, but still requires you to plan ahead.
T5: Stagger cooldowns for Conflags. Do moderate damage to smaller snakes. Be ready to burn Dreads. I don't have any experience with T5 breaking horribly with too much dps, but I think I've heard reports of it. Regardless, these things are the types of mechanics I would like to see as a DPS.
Titan: Save cooldowns for heart. Be ready to burst gaols.
Garuda Ex: Burn all the targets but one, be ready to burn that one. Sometimes frustrating to learn, but one of the more interesting mechanics they put in the EX primals.
T6: Stop attacking during Blighted. Slow/halt dps until after honey. I like the first, but not the second.
T7: Slow/halt dps until after shriek (Is it shriek? I have little T7 experience, honestly).
T8: Here's your Patchwerk? Sure, it's more complicated than that, but it's the closest XIV has to Patch, and I'm not seeing people ask for more of this.
Basically, what I'm getting at is that I enjoy mechanics that require directed bursts more than I enjoy mechanics that require a halting of gameplay entirely. Blighted is kinda the exception to the latter, I guess because it's built in to the "dance," and because it's not just targetted at the DPS. Suffice to say, though, there already exist in-game mechanics that require dps to not go all out constantly, and I'd rather see more of them than ones that make everyone stop attacking.



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