Some mechanics can resolve in a similar way but actually be vastly different in how they are perceived because of the difference in the job kits. Like for example the add in A3S (the other hand). That add required absolutely perfect play by the tanks because it had to picked up by the off tank incredibly quickly but couldn’t be picked up by the main tank otherwise everyone would die. But provoke functioned differently and shirk didn’t exist. So everyone played skills around not generating excessive agro in the phase the add would come out in. If the same mechanic came out today the OT would just provoke it and GG
Another example is T7, a gaze being LOS’ed by a tower isn’t a unique mechanic but having to create the tower by using the bosses own mechanics against an immortal add that was a danger to the party certainly was. Especially since it could only reasonably be controlled by a physical ranged but benefited from slow from the pet classes
Another example is levithan ex briny mirror. GCD healing debuffs aren’t uncommon. But the fact that the mirror reflected healing range and forced a healer swap due to the lack of oGCD’s is unique compared to today but you don’t get the whole story just from that since SCH could bypass healing down effects with lustrate, but it couldn’t bypass healing range down effects, but it’s a difference that affected play you would only pick up on if you played the old classes
Then there was just mechanical variety that doesn’t really exist anymore beyond the jobs. T2’s pick your patch, T8’s “you control when the mechanics go off” T11’s boss hitbox is a death wall was unique till DT trial 4 it was nice to see that come back. T4 and A2 are fully add based fights. A5 and A2 have an extra “role” that needs to be completed by the party, A6 is a boss rush, A11 you can control how quickly the boss enrages
There is just a lot of mechanical diversity



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