WoW are people actually defending the design of having your dps go afk at x% of boss hp?
WoW are people actually defending the design of having your dps go afk at x% of boss hp?
Last edited by sharazisspecial; 06-05-2014 at 09:06 AM.
#toomuchdpsforyou
http://www.youtube.com/watch?v=hcwGzLbdHgw
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.
The Problem they have is: all mechanics are based on BOSS...
There is not a single "gambit" that reacts on Player HP or Job...
And mostly not only BOSS HP, they have focused too much on a strict timeframe...
They have to get rid of that stupid static programming and adding more variables - no not randomness in "attacks" but lets say "delay if..." or "attack with X if..." and so on...
With well programmed Triggers you will get an awesome Bossfight, but we do not have them yet.
i believe with this thread and especialy the "curent state of endgame" thread by the japanese player geting momentum we really should get a response from the devs on this issue and i hope whoever is monitoring these threads brings it to their atention.
curently.
hardcores are geting anoyed by their hard earned gear being punished
mainstream are anoyed by the titan ex wall and over reliance on everybody doing the tight rope perfectly
casuals cannot even clear or hope to clear or accesss any of this content.
It's called "skill", learn to get it. It's an added challenge when dishing out too much DPS will result in a wipe, it forces you to adapt and pull back on the throttle. It's similar in concept to racing where sometimes, you actually have to go slowly at a particular section of a course to achieve a faster time. You can't just push your throttle to the floor and expect to win, you need to control it.
Those moment reveal how the fights are really on rails and you're meant to sit through all of it.
I feel like getting good gear in this game is at times pointless and it will do nothing to help you get through fights.
I think in mechanics of that encounters, it is also required DPS needs to learn when to hold and when not.
I'm happy there are also mechanics DPS must follow, because in most of the content, Tank needs to know what to mark and where to move, healer needs to know what to use and what not to use (to save for emergency or some point), while dps just need dodge and killing things. You know, when dps have just to not kill a thing makes Garuda so difficult![]()
Um, well, yea,... you know: +3 armor +3 magic resistance... *lol*
Not much of a difference... but well... maybe we are underestimating it, same as the +13 water resistance... *rofl*
Can agree 100%
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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