Not so much the content, but the way both the battle system and class design is tuned. That's what has allowed bad habits to form.
The thing is that DPS checks are there to challenge the DPSers in the group. There's encounters that are tank encounters (read: your tank not messing up leads to you getting the clear) and healing-intensive encounters. The third part of that is DPS check encounters.Some content involves fairly brutal DPS checks (typically EX Primals and Savage Raids), which obviously encourages players to optimize DPS. That said, mechanics-based content encourages it too, since SE doesn't effectively counter people 'pushing' mechanics and thereby simplifying a fight via higher-than-intended DPS. At an even more fundamental level, the design of FFXIV encourages rapid-fire spamming of short pieces of content, rather than more involved content that doesn't require, nor benefit from, spamming.
This said, it isn't something mechanics alone can fix. You need to look at gameplay for the three roles as well.
This is counter-intuitive and sort of pisses on the DPS. I was not a fan of this when they tried it with Pharos Sirius (adds on the first boss spawn at certain HP percentages).They could design mechanics that punish rapid damage-dealing
Unfortunately, for SE this translates into "more Dive Bombs and clones of Final Liberation". Add control would be a good approach, but I've yet to see SE try it in a way that is not "here's something else for you to hit for a while".or mechanics that draw the attention of the party away from a boss for periods of time.



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