Absolutely agreed here, I'd love to see disruptive mechanics diverting my attention from just smashing aero/holy as hard and fast as I can. The issue of course is how do so without ruining things for people less geared or mechanically skilled than me.
In all honesty, the only thought I have would be to dabble with CC again much like what we had in the ARR Betas, it was the norm to CC everything due to trash packs being larger and hitting far harder relative to how less geared people were. Juggling a bunch of Repose timers makes it much harder to go nuts with the dps!
Regarding point 1, the bulk of content is tuned to such a low standard that the DPS checks are barely worthy of the word. Thus Shinryu getting killed by 3 people, or mid field raid teams killing O1S on day one of it's release with 20+ deaths. On the flipside, O4S was literally unkillable upon release without a fairly significant amount of healer and tank DPS pitched in.
I've got no qualms with the content, but I think SE need figure out a means of getting a much more progressive difficulty curve going across a wider range of content than what we have now.



Reply With Quote

