Quote Originally Posted by Darrcyphfeid View Post
I think the opposite should happen. They need to add DPS checks and hard enrages to more casual content, like the Alliance Raids, so that people are encouraged to perform well.

When Weeping City came out, during the first week, I solo'd Calofisteri down from 5% on WAR. It wasn't even hard; she hit like a wet noodle and her telegraphs were easily dealt with. Things like that shouldn't be possible. It's dumb.
If dps checks/enrages are going to remain, then everyone needs to accept that the DPS meta is the meta that rules them all. That means as much damage out of everyone, with only as much healing done as "necessary" and tank stances being used for a fraction of the fight. It also means SE needs to figure the direction they want their game to go. On the one hand they say that there shouldn't be this DPS min/maxing meta that pushes speed and lower clear times, but on the other they push a game design that encourages DPS min/maxing in order to succeed. Either the right hand doesn't know what the left is doing, or SE is full of it.

Quote Originally Posted by Zumi View Post
Without dps checks you could do stuff like 6 tanks 2 healers while being under geared. Which would then make the fight easier early on due to tanks being much harder to kill than dps.
There's already a solution to that in game that SE has not been scared to utilize. Enforce a strict party composition for those duties, even if you have a pre-made group of 8. Once enough time has passed, the restrictions can be lessened or removed and people can be free to run 8 tanks in Garuda EX: Stormblood Edition at their leisure.

Quote Originally Posted by Chooty View Post
If a person has the ability to enter a duty, why further restrict their ability to complete said duty by imposing another arbitrary hurdle to overcome in the form of mechanics? Why doesn't the boss just stand there and let us beat it to death?

That's a big contradiction, if your group is competent you're not hitting enrage in o4s in the first place. Hell, you could probably auto attack neo to death in less than 60 minutes.
Hyperbole and logical fallacies have no place here. If you want to take what you're saying to it's logical end, why are any of us here playing this virtual game, killing things that don't exist for items that we don't actually wear?

The answer? Because it's fun. Mechanics and boss fights and even wiping can be fun under the right circumstances. SE has come a long way in terms of creating the correct mix of "right circumstances" more often than not. But by the same token, some of their decisions - i.e. incoming WAR changes and the lack of meaningful DRK changes - are lacking.

Quote Originally Posted by Bourne_Endeavor View Post
Because every fight will be reduced to simply be a war of attrition. Bring all three healers, Red Mage and Summoner then just Raise each and every time someone dies until the boss eventually keels over. Without an arbitrary timer of some sort, there isn't any risk. That average group you cited? They wouldn't beat Neo because of skill. They beat him by merely throwing themselves at him long enough with reckless abandon. Dedicated DPS jobs outside the aforementioned would be borderline useless. Why bring a Dragoon when an extra tank will provide mitigation? DPS doesn't matter anymore. So there's no trade off.

The reason DPS is such a focal point in this game has little to do with enrage timers, which are often quite forgiving. The DPS mindset stems from how little you actually need to heal or mitigate. No other MMO I can think of allows a healer to spend upwards of 80% dealing damage. You want to incentivize tank stance more often? Make enmity matter, lessen cooldowns or outright take away immunities. Tanks frequently rotate into tank stance in Ultimate. Why? They don't always have CDs to mitigate the sheer amount of incoming damage. Until tanks need to be in tank stance or healers need to heal, damage will always be the superior option.
People already do that, to an extent, and much of it with success. The same day Zurvan was released saw the rise of solo tank strats so that people could push past Soar. How is that any different? People who want to clear faster will bring more DPS. People who want a reliable clear won't. But, more to the point, on bleeding edge content SE can just do what they already do with several instances in game; enforce a party composition. See my above response to Zumi.

Quote Originally Posted by RiyahArp View Post
You could only do this if you severely limited combat raising. The enrage is there to punish too many deaths, and then to punish low dps. You'd have to move the focus to the deaths just triggering a hard reset and forcing you out of the arena beyond so many lives. Idk if this is better or not.
I think the punishment is in the time taken. It's easy to imagine a group of mouthbreathers throwing themselves at something until it dies, but gear durability is a thing, and duties already have a hard-locked timer on them of 60-120 minutes. Besides, internal motivation is much more powerful than any externally motivating force. You can incentivize something all you want (see Limit Break gain reduction for dupe classes) but that doesn't mean people will do it. If a tight group of friends happen to have 3 BLM's as a part of their 8-man, I highly doubt they're going to force one of them to change just for the sake of things. Maybe one will change to help the group, but if all 3 enjoy BLM, no solid group of friends is going to make each other stop doing something they enjoy just to beat a virtual boss in a game. As SE said multiple times, in one form or another, it's supposed to be about having fun. Hell, you could even add an "enrage mode" for people interested in that kind of thing, with unique titles or modified cosmetic versions of that tier of gear (perhaps a version of the armor that's a bit more glowy or something) as a reward. Nothing that impacts gameplay, but still provides an outside motivator for people who enjoy the rewards moreso than the experience.