
Originally Posted by
Souljacker
SE is going through some growing pains. If you have played other games, you will realize that mechanics are an interesting and integral part of a fight. A boss is a boss because he or she is a lot stronger and has interesting moves than your basic regular monster. This is why we want to fight the bosses. I do agree, however, that there is a balance to be struck.
This is what I mean.
1. Insta-death mechanics are a bad idea on all but maybe the very final boss of a lengthy, multi-wing raid. Difficulty should progress until this one ultimate boss, and then the difficulty should be figuring out how to avoid or compensate for the attacks.
That brings into number 2
2. Mechanics do not have to be forgiving, but they *should* be implemented in such a way that if one person makes a mistake, the rest of the raid can change their strategy to compensate and bring everyone back to that equilibrium. This is a dynamic environment that you cannot have if one person experienced a brief lag spike and cannot avoid a ground effect.
3. The mechanics should be INTERESTING. There is SO MUCH of strafe out of this, mouse turn and run out of that, etc. Ground effects should supplement the changing dynamics of the fight, but some fights are literally just "don't stand in bad" and that's not a particularly challenging OR interesting boss battle.
SE has some work to do, but in their defense they do also have a lot of really interesting fights. Garuda is one example of an excellently executed multi-phase fight, although it does seep into that "this happens at this time you do this over and over" aspect that the OP was talking about. Still, there will always be some measure of repetition.
I think that we should give SE some time to find their niche in terms of putting together engaging and challenging end game. This is their first truly modern mmo and while many of us have already seen these growing pains over the last decade or so, SE does like to try reinventing the wheel first and what is mainstream second.