Might as well delete all dps jobs if they were to do that.
Might as well delete all dps jobs if they were to do that.
Player
... How is that any different? Seriously? Five DPS allows you to finish a fight faster yet still demands a degree of competency from all players. We're not skipping Soar even with five DPS if two of them can't break 1,500. Comparatively, the lack of an enrage allows you to literally fail every mechanic provided someone is alive to raise. Since we're on Zurvan, let's use him as an example. People fail Soar? Who cares? Just raise them and keep going. There is no punishment because unless Zurvan kills everyone, it simply doesn't matter what he does. This takes away any incentive to improve. Current enrage timers are very generous. Even Ultimate lacks much of a DPS check. If you want to clear harder content... well, I hate to quote a meme but learn how to play your job and "git gud."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.
I also fail to understand how you think tanks will remain in tank stance with enrage timers removed. If anything, they would outright abandon it entirely. Why lower your damage when the risk of failure is nearly nonexistent? Oh no, both tanks died. Let the DPS tank while we get them up. Doesn't matter if they die, we can take forever and a day to kill this.
Last edited by Bourne_Endeavor; 01-28-2018 at 09:40 PM.
I always felt like enrage timers were like the game's way of saying "dear DPS; you had one job, and you're so bad at it that you need to make the tanks and healers do it for you".
That being said, I'd love to see more soft enrage mechanics like Nidhogg's Akh Morn and Shiva's escalating damage buff.
I definitely would as well, hells one of my favorite fights to far was T2 back when most people were going at it for loot rather than clears. Specifically /waiting/ for enrage and then DPSing and healing the boss down before it could kill everyone was always a thrill.I always felt like enrage timers were like the game's way of saying "dear DPS; you had one job, and you're so bad at it that you need to make the tanks and healers do it for you".
That being said, I'd love to see more soft enrage mechanics like Nidhogg's Akh Morn and Shiva's escalating damage buff.
In what way are the changes to WAR nerfs? auto crits on fell cleave will probably mean WAR will still be in the exact same spot after the changes.
He has weak auto attack damage because is his aoe attacks are devastating if you mess them up even with max ilvl. If you up the auto attack damage, both the healer and the tank will not be able to make a mistake. Especially since one attack paralyzes. The side effect is that he can be kited due to low aa damage if you are a vet, but you're more or less increasing the difficulty a lot more than you think, and you aren't considering other things.YYou don't, for example, take Cutter's Cry Chimera and give him all of the mechanics from A Relic Reborn. Rather, you keep him the same mechanically while significantly increasing his outgoing auto-attack damage. You make it so that I cannot, regardless of my skill or gear, survive against him for long without my healer. On any tank job. You also add hard enrages on Titan HM and Ravana HM, in addition to their already existing DPS checks (which should be bumped up a bit more so that two competent DPS out of four total can't carry), so that people aren't sitting there for 10+ minutes waiting for another chance to do the fight and are actively encouraged to participate.
Like Ravana. You add a hard enrage past the butterflies. Problem is that its trivial to actually reach any realistic enrage in that fight due to mistakes. A lot of first timers get knocked off the platform after "flies"because rav is the first reoccurence of that, and once they are off, they are out of the fight. If you get two of them, grats, restart. If you get those two dead twice, now you only have one dps in terms of output for a minute, so unless you make it a very gentle enrage, wipe. And if the purpose of this is to teach DPS to play better, you have to make an enrage that kills you when two dps are raise sick the full amount, otherwise its still carrying by everyone else. So the enrage will be tighter than you think imo.
And anyways, again, you do this, people are going treat them more like ex parties and just leave after a bad wipe or two unless its specifically learning for them and not "farm" i.e. roulettes for tomes. people will be more like "they hit enrage, we can't beat this" unless the enrage is so generous it can be overcome easily. That's pretty killer for leveling and early content.
Last edited by RiyahArp; 01-28-2018 at 09:54 PM.
Any other MMOs out there that uses other mechanics that’s not centered around enrage timers? It’s like one of those ‘don’t fix what ain’t broke’. Boring yet effective. Maybe like introducing mechanics that can cause wipes left and right if you blink? Making use of gap closers/makers to protect the team or yourself. Make tanking and healing matter again?
I hear cheesing contents can and will be a thing if enrage is removed. But that’s the point: does it always have to be 2 tanks 2 healers and 4 DDs? Sure you can go full tank or full healers but it will only make the run extremely (ie X hours) long and boring. The other claim is that DDs will lose their aim since you can just let the tanks/healers attack and it will end up with the same result but their job is to help finish the fight faster since longer fights will only cause more human errors due to fatigue and loss of concentration (assuming mechanics are lethal enough to one shot or drop you to single digit hp).
Last edited by StragoMagus; 01-28-2018 at 10:02 PM.
And what are you going to do to make fights not simply "so long as a tank and a healer don't die, you win eventually?" Because that's how it is right now in a lot of ones without enrages. Healers basically can't run out of MP at 70, and a shocking amount of endgame can be solo healed. Bring 3 healers and if you don't mind taking 20 minutes to kill stuff, you wouldn't be able to lose without an enrage on a lot of stuff.
This would require a major rework of healing to make even remotely viable.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
Let's not. Enrage timers exist for a reason.
"after 18 hours of combat members of the party started throwing up and passing out from exhaustion"
https://kotaku.com/5036371/final-fan...-hours-to-beat
I do think there needs to be enrage timers in casual content to encourage people to play better.
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