... Yet it is the Devs themselves that constantly drive this mentality by making DPS the only thing that matters due to hard enrage, and worse, skipping key mechanics (e.g. Soar)... i.e. Doesn't matter how good your mitigation is (past a basic point), or how good your healing is (past a basic point), or how co-ordinated you are on mechanics (past a basic point), if you can't hit that magical rDPS it's a wipe.
And I know they have been making things easier so that more people can clear... but it would be far nicer (IMO) if bosses had a soft enrage that built up, i.e. increasing in damage and / or frequency, with each 'rotation' (think Titans' Stomps). This would create a much better balance and contrast between DPS and 'support' ability... for example:
- Paladin wouldn't need to do near as much DPS as DRK, as Passage of Arms, Divine Veil and Intervention would be able to get the group through another rotation, with WAR taking up the middle ground.
- WHMs design of high healing output could contrast better with ASTs design of lower healing but better support and higher rDPS, with SCH being somewhere in the middle (with a focus on mitigation).
- Abilities like Mantra and Nature's Minne (increased group healing), and the correct use of abilities like Troubadour would be far more generally useful.
- Even the DPS themselves could see a far greater contrast, with 'pure' DPS like BLM, SAM and (IMO what MCH should be) MCH able to push the boss harder, while others like NIN, BRD, and RDM could help the group survive longer, with DRG, MNK, and SMN occupying a middle ground (including being able to survive better themselves, e.g. Fists of Earth, what should be DRGs better than average armour, and SMNs Physick doing something worth a damn).
NB. Yes, high DPS could still be seen as the 'meta', but at least there would be an arguable alternative, especially if fights are designed in such a way as to make a maximum DPS composition the more difficult option (e.g. high boss damage output at various stages before 'enrage', and no way to 'skip Soar'), with lower DPS and higher survivability being generally easier (but obviously taking a bit longer due to going an extra round or three).


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