The over-design is outrageous. Let me list off some examples from Living Liquid alone.
Failure to preform Hand of Prayer/Parting gives the entire raid a 2-minute long debuff nerfing all stats by 30%. Pretty harsh right? But there's more, failure also gives the entire raid a 2k per tick bleeding DoT, which will drop the 30% nerfed party in literally seconds. You already have a 2 minute debuff as punishment, might as well just pick me up and throw back up the entrance and save me time restarting the entire fight.
Failure to kill any add during Tornado phase will give out a heavy raid wide hit and a nasty DoT on top of that. Even if your SCH is quick on the gun with Selene's AoE Esuna, you'll still probably lose a DPS in the process. But once again, there's more. Every time a slime reaches the water, Living Liquid gains a permanent damage buff for the final phase. At the current maximum gear level you can be at this point (ilvl 206) This will eventually wipe you by at least the third Cascade, you don't have the HP to survive it.
With Liquid Gaol, the hand will drag the party member in the direction closest to the edge of the water. If the mistake is made and his path leads him into one of the three puddles, he will most likely kill the member prematurely with the Dropsy DoT, and then proceed to hit everyone with a 22k hit, starting with your main tank. This alone will probably wipe you, but of course, the puddle also has to give the arm a 153K PER TICK REGEN HEALING 20% OF ITS HP PER TICK.
It's like the planners hit that point where it's pretty clear that you should stop, but kept going anyway. I feel the need to point out that this isn't even Savage SCoB levels over overdesign. A good handful of us in the static actually did raid SCoB, and we all agree that this goes beyond even that. It feels like they pushed out the first draft that internal playtesting actually cleared and didn't bother to chew the fat.
THAT'S what I mean by bad design.
Funny enough, we're pushing the final phase now (2/3rd of his rotation down, we just need practice on the Drainage/Embolus/Protean portion, which honestly doesn't seem as hard as it sounds.) and we're pushing it faster than the earlier portions of the fight because while the RNG batting chamber is still there and they suddenly introduce four new mechanics exclusive to the final phase, it's not stacked on like three different mechanics at the same time. Which makes it much more controllable.


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