Quote Originally Posted by ssunny2008 View Post
Of course i do, the thing with raids and their mechanics was the first thing i talked about when this thread started. But away from this, i personally would like to see way more depth and unique stuff on them. Imo they´re way to boring and to similar to play for me. I love the base idea from bard, but it got nothing but flat raid damage and a cleanse you´ll never need
At least we've come to an understanding on that part, and yeah the role definitely needs more depth job wise, which is why I think utility is the best on this front.

Quote Originally Posted by ssunny2008 View Post
The thing is, if we just look at the content from last year, there is nothing like that and i can´t believe that SE will change their mind. They want to force the said build of a raid-team, but that´s it imo. It would be another thing if you NEED those big shields to survive mechanic X, to have that kiting or baiting OT / phys. range dps in several mechanics, not just once in 12 fights for a short window. It has become pretty primitive and predictable.

Imo i can´t trust in SE to return from their strict boss pattern and those stack/spread mechanics with RNG safezones. Don´t get me wrong, some are really good made and well presentated, but there are no real mechanics anymore which put the players under pressure or are made for specific roles. Overall damage has become to much of a factor than everything else.
Honestly, I was kinda of the same mentality when I raided this tier. I was kinda put off by this tier in particular because it's just nothing but Protean Waves on top of Protean Waves on top of more Protean Waves.
Until I actually took a look at casual content; The 24 mans, the Extremes and Delubrum. Specifically Delubrum.

There's honestly a LOT of creativty in those mechanics even though they don't hit as hard as Savage. It just seems that without any meta limits at all, they're more than capable of thinking of mechanics that are actually more creative than Savage. Hot/Cold, the Chess board mechanics in the last boss, Ghost boss has potential as a base mechanic in future content. Even thinking back to launch, Innocence EX is actually a really creative and high tempo fight that's really unique among all fights in this expansion. The whole fight's just a massive melting pot of personal responsibility and "Oh shit move fast" type of gameplay that it's just ridiculously fun despite the very low dps check.

So I'm really optimistic that the raid team can pull it off. I have more faith in the raid design team a lot more than the job design team in fact.
If anything, I'm slowly appreciating Bozja and slowly realizing that Bozja is where the raid team can actually experiment with a lot of mechanics without affecting the raid scene.