Can you cite specific examples of how it makes fights less "fun"?
For T6, my group does super slug method, however we can not kill the super slug without a level 2 limit break. We have the dps to push the boss after the first honey, but at that point, we won't have enough limit. So, in order to do the fight we all end up standing around doing absolutely nothing.
Questing is like participating in an Old Spice Commercial - Talk to me, talk to him, talk to me, talk to him, Now Talk To Me...Sadly, you are not done, back to him, look there, its that mob I never liked, back to me, back to him...I'm in the Waking Sands.
So you're saying that your group simply didn't adapt to their higher DPS.For T6, my group does super slug method, however we can not kill the super slug without a level 2 limit break. We have the dps to push the boss after the first honey, but at that point, we won't have enough limit. So, in order to do the fight we all end up standing around doing absolutely nothing.
My group had this issue a couple weeks ago. We figured we had enough DPS at that point to just burn so we just changed our strat to keep attacking the boss like normal and once we got LB2 we'd Caster LB to get rid of the slugs and keep on trucking. Problem solved and the fight became much simpler. We also could have just kept damaging the boss until LB2 then just done the Super Slug method a bit later as keeping the slugs alive isn't that big of a deal.
Your method should be adjusted then. If you have enough dps in your group to push the phase after the first honey, then you more then likely have the dps to just stay on the boss purely the entire boss fight powering through the stack mechanic.
The only real issue I can say for certain is a real issue is forced enrages and t7 renaud voice timing, both of which should be adjusted on the dev end.
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