
Originally Posted by
UkcsAlias
Its mostly down to buff stacking. The more you can stack, the more value attacks become in that same window. So everything gets focussed into that window.
This can only be broken if stacking is no longer effective. Some buffs can still stack (damage, armor, healing), but it prevents 4 damage buffs at the same time being effective. To achieve this, there are multiple ways:
- Strongest effect wins, the rest is ignored (SCH and SGE shields achieve this effect already and is not an issue)
- Weakened stacking. Instead of 2x a 5% buff, the 2nd 5% buff (sorted by strongest effect, or by apply moment) is weakened to for example 2.5%. While it can still be used for a burst window. It depends more on the other roles which method is prefered as an extended 5% duration might still result in more damage. Linear stacking will remain broken.
- Hard buff limits. Stacking can work, but not beyond a certain value. For example if there are 3 party buffs of 5% available, but the limit is 10%, you can overlap 2 of them, but not 3. But the 3rd one on that can also be combined with a personal buff to create a 2nd window, allowing players to pick their prefered window and support more burst rotations.
And even mechanic wise there are methods to act against it (these are not a true solution, but mechanics like this could still weaken burst window vulnerable bosses):
- Randomized damage debuffing. By making bosses apply a lot of debuffs in a randomized pattern that doesnt follow the 2min window. The dps classes might face a debuff during the 2min window, and by that get all the damage bonusses completely negated. This motivates spreading out to negate the effects from this. As these debuffs only affect dps, its not a problem that the bosses can spam this.
- Burst armor. Giving a boss armor when the dps is exceeding a certain value, it can directly negate the burst window by making it counter productive. Forcing players to spread out the burst damage. This can even be part of a dps check where you realy want to maximize the damage. This however might be a bit too anoying and for that reason limited to savages (where such coordination might actualy be a welcome mechanic).