No problem, we will remove dps check and enrages. You could kill the boss, no matters if you die as soon as the door is closed. 30 mins after the fight started, the boss die due boredom.
No problem, we will remove dps check and enrages. You could kill the boss, no matters if you die as soon as the door is closed. 30 mins after the fight started, the boss die due boredom.
I'd rather have DPS race bosses instead of bosses with 4-5 phases of mechanics that I have to spend 2 weeks learning how to beat them.
Well people already bitch about runs being longer than 30min, can you imagine the amount of tears from 10 minute boss fights?I agree. Enrage timers are alright in moderation, but they feel like a cheat. When an enrage timer hits and the boss kills your party, it doesn't seem like it was ever really a contest. If the boss can kill us instantly whenever it chooses, why not right away? This makes me feel like I'm at an arcade and not part of an adventure. When your party is still going, the fight should as well. I want to feel like it was the monster that killed me, not a number.
I went from WoW to FFXIV, because all that matters in WoW is DPS, Dps, Dps. Please, I like this game, don't let FFXIV turn into WoW ;u;
Well we can't have it both ways. People bitched up a storm when fights were a lot more mechanic-heavy. Now people are complaining that the difficulty has shifted more towards beating the enrage timer? Can we make up our collective minds? SE can't hit a moving target.
I also think that one might argue how tight the enrage timers should be, but we should never ask for their removal. Without a hard limit on how long the fight can last you start to trivialize the difficulty when you can revive people an infinite number of times and just whittle the boss down.
With this character's death, the thread of prophecy remains intact.
It's pretty much turn 4 reincarnate. Like turn 4, pretty strong DPS check when new; at current gear levels the only way you'll hit enrage is if the DPS really don't know what they're doing (there's room for a few deaths, even).
Just as you imply, there is a middle ground.I also think that one might argue how tight the enrage timers should be, but we should never ask for their removal. Without a hard limit on how long the fight can last you start to trivialize the difficulty when you can revive people an infinite number of times and just whittle the boss down.
That said, I wouldn't say SE has really done away with mechanic heavy fights. Rav Ex had... what, 9 phases? Thordan EX has 10.
And then there's A3S. Very mechanic heavy fight... Most groups never see the enrage. But you have to DPS like hell, because... Even with 4 top tier DPS going full out, even with both tanks (with as much STR as possible) and healers squeezing out every last bit of damage, you can hit enrage if even one person goes down briefly, or drops their output for a little bit.
I haven't played machinist almost at all, so I can't speak to that, but I see bards all the time. My last void ark run had three of them in my alliance alone. Think we had six total. Personally, I love the class. We have a lot of utility that goes well beyond simply dpsing. I help the healers with their mana, I boost the dps of my static's blm and smn, I help the tanks out with tp if I need to, and I can stop a warrior from pacifying themself (at the beginning of the fight, anyway). We can also hold our own with our dps if we play it right.Well. My only lvl60 is the unwanted machinist, lol. Bismarck not cleared, nor haven't done any savage. I like to believe I'm good at my job, but some other people ruined it for the other's, lol. Heck, it's pretty rare for me to even see brds or mch in parties these days. In 18 voidark runs last week I saw two. So, yeah, I don't know if I like it or not, but I like the fact that you actually have to know what you have to do, instead of being able to blindly do something.
I like that I can do more than just dps...and I'm not a huge fan of fights that put too much focus on dps over following mechanics. I don't mind dps checks on their own, but making them the core mechanic of too many fights makes things get boring. There's a balance that can be struck to keep things interesting while also pushing the limits of what the group, including the dps, can do.
Last edited by Avidria; 11-24-2015 at 01:19 AM.
I'm so sorry you don't want to properly use your gcd timers.
LOL what? A3S with 210 is a piece of cake. hand of pain? bah, adds? nah. We have to wait to living liquid leaves the tornado. Someone die or get damage reduction debuff. Commit suicide and be rezzed. You still able to push enough damage to clear the boss in time.And then there's A3S. Very mechanic heavy fight... Most groups never see the enrage. But you have to DPS like hell, because... Even with 4 top tier DPS going full out, even with both tanks (with as much STR as possible) and healers squeezing out every last bit of damage, you can hit enrage if even one person goes down briefly, or drops their output for a little bit.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.