Quote Originally Posted by GreyJorildyn View Post
Don't even remember if I already posted this but anyway...

Longer fights just for the sake of dragging things out is not meaningful to gameplay. If battle can be designed longer for a purpose, such as phase changes and challenge-increases as fights go on, that's great. Currently in XIV, and the same was true in XI, longer fights only increased margin for error. Simultaneously the only mechanic that changed was mobs fired TP moves faster (true in both titles as well). In XI this boiled down players limiting mob TP gain and/or using sleeps to control battle flow. While we cannot sleep things effectively in XIV (and I find that a step in the right direction), the other mechanics are the same as XI. Tank movement has seen new emphasis as well, and that's alright I guess.

In short, longer fights need to be long for a reason. It cannot be there just to wear players out or increase the beat at lower mob HP. Things should be challenging over the course of the fight and spread responsibility of survival throughout the party. No one should feel safe. A balance can be found in there and should be.
I don't think anybody here has argued for meaninglessly elongated fights. I think most of us argue for a pace that will allow for the strategical deployment of our skills, as opposed to spamming these mindlessly. I think those who argue for "longer fights" really crave for battles, at every level, in which there's a buildup of tension and of possibilities for SNAFUs; battles that constantly tilt out of balance, and are not just a fight against the mindless numbers of mobs some of the current hurdles in Eorzea constitute.

In addition, a not-fixed pattern of links, more appropriate crowd control mechanics (keeping them, like you suggest, fallible), and a subtly increased margin of error (also your suggestion) would be, no doubt, steps in the right direction.

R