Quote Originally Posted by Warrlordd View Post
Title kinda says it all. We need to be ranting about this fight design, because it demands far too much for a second turn in a raid tier.

The positioning is insanely picky with near zero recovery available. Why are we demanding final fight mechanics in the second turn?

Please do not allow whoever designed this fight to return and design another. No one wants it or needs it. It is a failure of a fight. I'm surprised that it made it past QA.
I agree with you on it but it's not the fight alone that is causing the problem. This fight design would have been fine back in Shadowbringers because in that situation we had more survivability. In Endwalker we lost a lot in that regard because they pushed mitigation being a necessity even with improving gear. Back at min iLvL in Shadowbringers it was still necessary, just that people who were a little less optimal could expect to get better results when their gear got better.

With the new design the only option to make the fight easier with gear is to out dps the fight to remove a phase. So with p10s this all multiplies out into being a fight that should be doable, but ends up being worse than the final two because of one mess up ending the group.

Spent something upwards of 20+ hours now over a week with trying to clear it after seeing enrage and being able to perform literally every mechanic before and at HH perfectly, and there are so many people unable to do mechanics to the consistency needed that it drags the whole thing down. It's probably the least PF friendly savage fight in the game that they have released and I'd rank this higher than p3s with the color blindness issue and orange everywhere. p3s had about four points of total wipe. p10s almost every phase can result in a total wipe past the first three or four.