Enrage timers are necessary and the lack of enrage timers leads to some pretty.. interesting results. A game I used to love dearly (tera online) used to have enrage timers on most fights similar to what we have now in higher tier content on FF. In recent years since it's gone f2p they removed alot of the enrage timers in fights. I came back to try it again after being away for some years and found that most content lacked enrage timers. The impact that this had on the community is definitely a negative one. Before, people would try to dodge and do their best to keep uptime and make sure they were up to par because dying repeatedly was expensive (due to breaking crystals or used up crystal binds (crystals were basically materia but better and crystalbinds were a one-time shield against breaking on death, very costly for each back then)) and too much death meant you were met with an enrage timer.
I came back to the game as a tank and healer and I'd say the majority of my time spent on healer was resurrecting people who didn't care to dodge or try to do mechanics. Fights took so long as a tank that I found myself getting tired of the same boss wacking at me without a break, with some fights taking upwards of 30 minutes. The death penalty was alleviated quite a bit by crystalbinds being pumped into the economy to the point where a freshly capped player could afford a month's worth of them with the gold they had from finishing the story quest. There's no enrage timer so people don't bother trying to not die or play well. The standard in some of the harder content is to bring two healers so you can just keep resurrecting people because you can just outlast boss fights. This may sound fun to you but it was a very un-fun experience being a resurrection dispenser for people who felt like giving 5% of their all while playing and expecting me to pick up the slack.
People really would stack tanks and healers to just chain resurrect people if we had no enrage timers, as is the very thought of paying attention to the game and completing mechanics while doing decent damage is largely considered heresy. I'd like for you to see what happens if people could take all the time in the world to finish a fight, I've seen firsthand how that turns out and it's sad to watch and even sadder to be a part of. Remove enrage timers and you'll have even more problems finding groups as a dps because people will be stacking resurrections to just ignore things, things taking considerably longer than they already do (that's actually possible surprisingly), overall group coordination to be tossed out the window for "just keep ressing if someone dies", and most likely an increase in "toxicity (a.k.a the favored buzzword of the forums)" from people getting frustrated that everything takes so long. You may cite the death weakness as deterrent enough for people to not keep dying but considering it no longer decreases your hp you can live and just take longer with minimal effort and a permanent "beyond death" debuff.
Bullet hell games throw tons of bullets at you and make you rely on twitch reflexes reacting to random damage coming your way. Mechanics in ff14 are heavily scripted dances with clear cut and precise ways to handle them that you know ahead of time once you start learning the fight. It's the furthest thing from a bullet hell game possible unless you're going in blind, have extremely bad reaction time, and are unable to remember a basic sequence of events. In that case the fault lies with the one who lacks the capacity, not the game.
You wouldn't be happy getting wacked by a boss for 30+ minutes while you watch your multiple healers resurrecting repeatedly until the boss gives up, drops a treasure chest at your feet, and walks away.



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