Battles of attrition have a place.
But it's not in Savage.




Battles of attrition have a place.
But it's not in Savage.
http://king.canadane.com


How about a compromise, a soft enrage using loot and progress. After so many minutes a chest goes away, after more minutes, the final chest, after even more minutes, the clear doesn't count towards progress.
You can kill the boss but at what cost...




Dungeons in 1.0 had such a system where you could earn up to 5 chests in the end, with one of them being based on your clear time. They had other interesting things to generate the other chests. It was a good system I think.
I would welcome it back for dungeons. But this doesn't really have a place in a weekly lockout savage.
http://king.canadane.com



Sounds like Castrum Lacus Litore.(Well, minus that last bit about progress.)


In the end, the timer is the only real thing giving these fights the challenge they have. Without it people could focus more attention on mechanics as they happen and even disengage from their rotation entirely to resolve mechanics if they wanted. As far as I can tell none of the bosses heal themselves and most of the mechanics are just making sure everyone in the party is placed correctly, so you aren't having to know what kind of abilities to use to counter enemy skills or effects nor do you need to worry about disabling or overcoming an enemies healing ability. It's literally knowing the dance and DPSing fast enough to beat the timer.
Here is my opinion on people necroing a dead thread with nothing to add:
Git gud.
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(Well, minus that last bit about progress.)



