Quote Originally Posted by Raven2014 View Post
I have a few people I know that had flat out told me that: if it doesn't kill you, you don't have to move. And note that these guys are actually raiders.

It presents the problem with the game: it's THAT easy. You don't have to say "oh the game should apply this mechanic, or should have player do xyz" here, those suggestion are meaningless. If you pay attention, there are already enough mechanic hitting you in DUNGEON. The issue is not about there isn't enough mechanic, the issue is most if not all of them are inconsequential. The 2nd box in the new Research facility dungeon actually have a lot of mechanic, and I tell you I have been regular hit by them. But I admit I rarely ever pay attention what they are: BECAUSE I NEVER DIE GETTING HIT by them.

- Other MMO: 1 or 2 mobs loose from the tank and the healer only get a few second to live. Here, you can pretty much do a FFA tanking if it's a single group. Tank's incompetency is an annoyance rather than hinderance.
- Other MMO: you get hit with an ability and most likely you gonna die, or come very close to dying, and put further stress on the healer, who in turn can result in the tank dying. Here you can eat 1 - 2 - 3 AOE and still standing, and it only take 1 AOE heal from the healer to top you off.

You don't need a culture of player to tell or enforce vote kicking, you just need the game enforce consequence for mistake. Do that, and you'll be surprise how fast people become better by themselves. Remember: why should I move, if this hit doesn't kill and feel nothing more than an aint's bite?
Players who push their limits will end up performing best even if they may spend seemingly silly amounts of time dead during progression in figuring out those limits. This is true of every MMO I've ever played. Possibly even every FPS, solo RPG, RTS, and TBS as well.

People don't become "better" when a game "enforces consequences"; "good" play simply adjusts to what newly becomes optimal.

Now, I would assume that the game experience would improve -- lending more to impact, tactical weight, and variety, if damage taken were ramped up to a degree. But I'd also rather not see burst healer power reduced altogether, where limited by CDs or the like. Those periodic bursts, as by ability-based healing, should be an allowable rDPS contribution. We should have the decision to soak things. Otherwise, you again reduce impact, tactical weight, and variety.