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  1. #1
    Player
    HoodRat's Avatar
    Join Date
    Nov 2014
    Posts
    487
    Character
    Hood Rat
    World
    Brynhildr
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Khalithar View Post
    It could work if the content is tuned where tanks absolutely must have Vit gear on at all times to survive and the healers are forced to constantly heal and dare not use any of their MP for even a single damage spell for fear of running out of mp. So rather than nerfing tanks and healers to the point where they can't dps and soloing becomes even more painful, the content is tuned so that they have to focus on their specific role if the group is to succeed.
    I don't understand how wearing vit gear instantly stops tanks from trying to dps. And healers, as long as they don't have to spend a gcd healing, they're going to be dpsing.

    Assuming we're not talking about bads, anyway.
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  2. #2
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by HoodRat View Post
    I don't understand how wearing vit gear instantly stops tanks from trying to dps. And healers, as long as they don't have to spend a gcd healing, they're going to be dpsing.

    Assuming we're not talking about bads, anyway.
    The point is, when vit gear/tank stance becomes necessary to survive, tanks cannot afford to use str gear and their dps becomes negligible and isn't factored in to beating enrages anymore. The same can be said for the healers, imagine a fight designed where in the time it takes the healer to cast that dps spell someone dies, forcing them to not use them and to only cast healing spells or they have to be ready to cast a healing spell at a moment's notice and spending even one GCD on a dps spell means someone dies.

    The best example I can think of in this situation, is what the raid damage was like in Wrath of the Lich King, a WoW xpac. The boss damage was tuned to be super high, a single hit from a boss reduced a tank to less than half of their hp and would one shot any tank without enough HP or a dps that pulled aggro. Taking unavoidable AoE in to consideration, it meant that healers didn't have time to cast any of their dps spells as they basically had to keep every one topped off at all times and wasting a GCD dpsing usually meant someone was going to die.

    Is that bad encounter design? I don't think so. But it forced tanks to focus on surviving, healers had to keep the whole raid topped off while doing mechanics, and the pressure was on the dps to finish the fight as quickly as possible because the damage was high enough that if it dragged on the healers would run dry and everyone died. It made for some very tense encounters.
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    Last edited by Khalithar; 10-09-2015 at 08:42 AM.

  3. #3
    Player
    Nyghtmarerobu's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    521
    Character
    Liaysa Sineos
    World
    Exodus
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Khalithar View Post
    Stuff and things
    You pretty much summed up everything I was thinking. I feel like its not that difficult to make, but then again, maybe it is. Were just not seeing any of these kinds of mechanics, and I feel like that is what is missing that would make raiding more intresting. I'm all for people playing at the peak of preformance, but there are other ways to get to that peak. DPS checks are healthy to the game, and for the dps, but just think about As3 for a second, there is at least 2 points where there are dps checks, not to mention the actual hard timer enrage. I feel like this is just to much.
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