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  1. #1
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Edli View Post
    2-3 people failing? That's 1/3 of the whole party, of course the party should fail.
    Two would be 1/4th of your party. This would also turn around to how the party size restriction can lead to problems like this, but you can't add more players either because of the 8-member enforcement, and the nature of the fight mechanics making it unfeasible to add more players anyway. You might not see it as a bad thing persay (and I don't either, to an extent), but it just further enforces people playing with a small collective group and essentially locking out others who can't get into or find one)

    There's also the problem that if the tank dies, the party dies stemming from the dps (or anyone else in the party) being unable to tank for even a second and no contingency plan to do so (especially the case if the fight has a mechanic that keeps the OT occupied at all times, such as adds or stacking debuffs). Sure the DRG has keen flurry (which is next to goddamn useless because PLDs and WARs cant cross into it), but chances are, he (and any other dps) will still get one shot'd to an auto attack.


    Being able to recover with losing 1/2 members shouldn't be possible under most circumstances. I mean it shouldn't sentence the entire party to the wipe when the boss is down to like 5% or so, but if half your party is dead (out of eight), it's essentially a carry at that point. But like OP has mentioned, the mechanic-driven nature of the fight discourages from having 1 or 2 people messing up that it will lead to a wipe, and as mentioned above, make you bring the same people in over and over just so you don't risk having a new person be unfamiliar/unexperienced to the mechanics and wipe the entire raid. This sort of thing allows for no lee-way or room for compromise (such as outgearing or echo in the case of T5)
    (2)
    Last edited by RiceisNice; 10-06-2014 at 12:41 AM.

  2. #2
    Player
    Lux_Rayna's Avatar
    Join Date
    Dec 2011
    Posts
    911
    Character
    Vynce Walker
    World
    Sargatanas
    Main Class
    Miner Lv 50
    For the record I disagree with the OP. Mechanics is the way to go, so long as dps/heal checks are added for appropriate challenge. But mechanics should by and large drive the fight. For the most part, SE has done well with this.

    Take primals for instance. Even if you execute flawlessly, you will lose automatically if you dont meet a dps threshold. In some primal fights its an auto-loss if tank doesnt meet an hp threshold, or the healer doesnt meet a heal threshold. In other words, skill/ilvl absolutely matters in these fights. Its not as simple as memorize and win.

    Now could there be more challenging dps/gear/heal checks? Sure. But they are just checks..phases if you will. When they become the driving force of an encounter then its simply a faceroll. Not exactly fun or challenging.
    (3)

  3. #3
    Player
    Damane's Avatar
    Join Date
    Sep 2013
    Posts
    86
    Character
    Damane Lestrange
    World
    Shiva
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Lux_Rayna View Post
    Take primals for instance. Even if you execute flawlessly, you will lose automatically if you dont meet a dps threshold. In some primal fights its an auto-loss if tank doesnt meet an hp threshold, or the healer doesnt meet a heal threshold. In other words, skill/ilvl absolutely matters in these fights. Its not as simple as memorize and win.
    DPS checks, heal checks, tank checks are secondary. you can have the best geared tank/DPS/healer, if they cant dodge for shit because of different reasons (not knowledge of the fight/lag/whatever else) you have lost, period. Gear plays a role, but its rather on the 3. place. What matters more is: 1. mechanics, 2. job knowledge/ability rotation/combo rotation after that gear ties in as 3. however mechanics make it impossible to recover in almost any case.
    (5)