Quote Originally Posted by NolLacnala View Post
Turn 5 would be one of the cases where "less is more"
Fewer people would mean Fireballs and Conflags being more predictable, fewer targets for Divebombs, less chance of someone setting off a Twister, and less variance on who gets targeted for Liquid and Hatch
Enemy health and damage output would need to be adjusted down a little to make up for half party size
It's because it's an 8man raid that makes it ridiculously easy to recover from almost anything even if half the party dies as there is no extra penalty for dying. 4man raid, tank or healer dies? Game over 99% of the time.