Quote Originally Posted by Mikey_R View Post
What a lot of people forget, just because they only focus on it, is that DPS is not the only thing you have to consider when designing a fight, a tank's mitigation kit and a healer's healing kit also have to come into play. You can design a fight that requires specific setups in order to win, which leave no choice, or you look at the basic kits, design fights around that and leave it up to the player to choose what to use, at which point certain things can destroy the balance you have crafted when designing fights, taking away that initial challenge you set out.

This again comes down to, to try and make a choice, but in reality, there is only the right choice and the wrong choice and noone wants to pick the wrong choice.
I don't understand this mentality. Why does it matter if a niche ability or effect breaks a mechanic? More ways to solve fights is a great thing. Having a fight that handholds you into doing one singular way to solve it or you just die is a prime example of boring design, it doesn't give players creative freedom. Just like how eating avoidable stuff gives a damage down now, so you can't even take a vuln for easier uptime like in E6S or hyper-shield a mechanic for uptime like orbs in E10S.