They should know by now that 3-party raids have become too simplified to make use of raid markers these days.
On the other hand, I suppose if you try to make something idiot-proof, someone's just going to build a bigger idiot....
I find them pretty useful in Weeping City. Makes it easy to mark which add each tank is getting during the second boss and also mark which side is left during Ozma.
Except Weeping City has been out for months now. Unless they're new, they should know what to do, and even then, it's not hard to say "hey, tank the add that spawns on that side when it comes up" or "stand with us if you're not the tank".
The only real time markers are necessary from what I've seen has been a couple of the Crystal Tower raids, which have been out for so long that most people have forgotten the mechanics.
Back to the main argument, we shouldn't be asking "why" but "why not".
Yes and I still see tanks not picking up the adds or worse fighting over one while the two others are running wild when marks are not placed. It is very easy to ignore chat, but much harder to ignore the glowing circle with your party's letter over it.
You would be surprised how many players run right when there are no marks.
And that's why you do chat BEFORE the fight starts. This is not rocket surgery, and if it feels like it is, maybe best to take a break.
Also, last I checked, this thread is for a fourth waymarker, not Weeping City horror stories. I understand that you have a semi-valid argument for using waymarkers in 24-payer raids, but please do not try to derail this thread, as that fourth waymarker is something that I believe we need given the the ongoing theme of fights designed to require it.
Far to many have a tendency to ignore/disable alliance chat. Posting a message in chat does not guarantee that anyone saw it or even if they saw it read it. The strength of both waymarks and target marks is their near 100% visibility.
You were the one who said they were useless in 24-man content and I countered that I found them useful. You are the one who is using a No True Scotsman based on them being useless in 24-man raids and I pointed out two examples where their uses is beneficial in the most recent 24-man raid.Also, last I checked, this thread is for a fourth waymarker, not Weeping City horror stories. I understand that you have a semi-valid argument for using waymarkers in 24-payer raids, but please do not try to derail this thread, as that fourth waymarker is something that I believe we need given the the ongoing theme of fights designed to require it.
Also no fight needs a fourth waymark. Heck, few fights need any waymarks as they are designed. No fight needs North, South, East, and West (or 4 other points) marked and the floors of pretty much every Raid and Primal fight post-2.1 have markings that suggest the safe places to stand/position. All that the waymarks do is mark things such that these positions are more visible and easier to communicate. In the end they are nice and very helpful, but the devs have likely determined that the costs and potential problems (such as players causing conflicts by spelling out BAD with the waymarks) of adding a 4th "D" waymark outweigh the benefits from adding it.
That said I would not be against them adding a set of Numbered 1, 2 and 3 waymarkers.

To put it bluntly, this is what happens when you make 95% of the content not require much thought. I'm not disagreeing with you, it is just irritating when something requires just a tiny bit of thought and people kick the ball into orbit. There's derping which we've all done, and there's being a liability.

To be perfectly honest, if you NEED to mark left then there are bigger issues to worry about. Helpful yes, but easily done without.
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