Quote Originally Posted by Kohashi View Post
Those are just another type of mechanics; however, ultimately, it's still reduced to a timeline. BTW, in M8s there is such a mechanic where the correct execution will offer damage done to a construct (can't elaborate due to spoilers, I guess)

I still fail to understand why DPS checks are a bad thing. It's the simplest form of: your rotation is bad, and/or you made enough mistakes not to earn a clear. A clear has to be earned. Consistency, being able to focus, and working together are not bad things. Not everyone who has 0 clue how to play their class or execute mechanics correctly should be granted the clear.

All your suggestions do is promote mediocrity, which already exists to a very great extent.
I'm not saying DPS checks are bad. My suggestion is to make them more common but not use them as game enders, but a machanik to chane the fight to or against your favour.
The potential I see in this game is more interactivety with the battle stages and dungeons. Giving you the actual feeling you are fighting an enemy placed in this world and you have to get creative to beat him.
As of right now battles are and outwordly fight on floatin platforms most often then not and everything is. Stack, spead, don't stand in the glowy bits and match with same or oposide colore what ever it is right now we do not tell you eat shit and do better next time.
Killing you with an mechanik you have no way of knowing in advance is not hard gamedesign it is cheap.
Boss fights right now feel like a bore were the healthbare is nothing but a clock you wait out.
Deam I actualy enjoy if I have players who suck at there rotation or keep dying atlest then I got something needing me to engage and breaking the monotonie