I'm aware of what problem you wish to address. I was asking how you wish for it to be addressed.
(The thread is attempting to compile improvements/solutions that can be performed easily and efficiently, not just the problems that may be lucrative to address.)
Could you explain then what you meant by "Should be RNG based, only few abilities"?2.By non-scripted ; It dosn't mean less abilites, rather it means you have to pay more attetion to the boss
Is that not to say that there should be only few abilities, but instead... that only a few abilities should be RNG based (which would leave the fight still mostly scripted)? What is your intended meaning?
The remaining concerns stated earlier still appear to hold, also.
So not "clipping issues", but instead issues caused by latency and/or inconsistent actuation times (AoEs snapshotting their hit checks before the cast bar completes)?3.I was talking about player position not being registered .
Like you can die to aoe you clearly didnt stand it..bc the sever didnt read your new position.
We won't be cheaply able to improve issues consequent to latency, but we could potentially standardize actuation times to their most intuitive (e.g., snapshots checks precisely at the moment the cast completes) for relatively good effect compared to the efforts required, I would imagine.
Again, I don't understand your warrants here. Why would having no choice between dealing damage or healing and likely having maximum damage and healing each tuned down accordingly (because you can always do both simultaneously, effectively turning ALL heals into oGCDs) be preferable to having those choices and greater consequent maximum outputs of either (at the same total combined output)?4. Make more sense when you consider it with point 2..
Also it sux to use an global cd heal, and have to wait to press your dps button..
because they share global cd.
Fair enough, I suppose. We'll skip that one, then.5. Not gonna put effort into something none will read..
Most people here don't even read what i say..they make up assumption and twist my words..
Though if you're going to a majority of the effort to put your words into a thread at all, it makes little sense not to put in that bit more to make your words understood, no? No one here has thus far attempted to twist your words, only to understand what it is you want.
Suggested Policies/Solutions Thus Far (if I'm understanding you correctly):
- Standardize outlier boss mechanics' actuation times to instead, like most mechanics, snapshot their hit checks at precisely the moment of cast time completion.
- Add (well-situated) randomization to the order of (sets of) boss mechanics in (a certain few to most) encounters that are currently entirely scripted. (Number/portion of encounters still to be defined. Still need more precise parameters for problem-free situating of these random-order [sets of] mechanics.)