1. Casts are factored into the fight design/time beforehand. They likely didn't put in timestamp cleaves in the first SHB raid tier due to wanting to dumb down tanking, because the majority of players perceive it to be hard. AOE raidwides have a cast bar to tip off healers, and to also allow pre-cast heals when the cast is slower. Some casts are faster than others.
Due to the nature and duration of tank cooldowns, you wouldn't want too many phases like the giant hand or two hands from A3S, because the tank cooldowns would dry up and they'd have to put in a whole segment where nothing happens to the tanks from 90 seconds prior to when the hand-like phase began. Most fight limitations are designed around player limitations. This is why Gordias turned a lot of players off and made many unsub, because at that time with that meta, with both Ranged borked and accuracy still being a factor for (Healer)DPS, the DPS checks weren't meetable with entry level gear in the late fights.
2. If Leviathan isn't killing you when a tank dies on DPS, that means your healers or tanks were supporting you, and not dead for long. His autos don't stop during the raidwides, and they will kill any DPS at that point, unless they are supported. Very few timestamp cleaves have ever dealt 80% of a tank's HP, unless there was a stacking mech(either vulns or group) involved. DPS pretty much never have fight responsibility, outside of specific mechs, which still go on in every fight, so not sure what you're getting at here. Maybe just a more active fight for everyone? Well, prepare for the fight to last longer, because that means time for the mechanics to go out and be reacted to and then resolved. In this they are limited by designing for players to react to latency. If they make it too "unfair," like reading Nael's RP words for the combos in that phase of UCoB, then players will use illegal tools to circumvent the difficulty.
3. E1s had the 2 Fausts, each with timed cleaves dealing magic damage as well as the buff tanks or ranged had to silence. O3s had White Flame, Dragon, and Minotaur, no chimera. Then it also had Ninjas and Iron Giant. Add phases are wildly different fight to fight, and that's simply a matter of fight design based on what the theme needs to be. No add phase has ever added out of this world difficulty. Usually a gimmick or two, and then a mild to severe DPS check. With the way Tank DPS is now about half of what a DPS's should be, your request is already taken care of, they just need to bring back phases with adds, which I'm sure they will.
4. They can't implement something like this til they change role actions with the vision they have for any comp being viable. THey would need to give role actions to jobs that don't have certain ones. I'd welcome it, but they really would have to rework it. They just haven't ever formatted the game to really make this stuff vital, except in POTD or HoH when you're solo.



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