I had posted this in this the "tough content" thread but it was buried by a cavalcade of casual whining. I think though maybe this deserves its own thread. I want to ask whether Darkhold's "easy" problem is the result of poor design, or merely a player created problem resulting from them implementing such high end encounters prior to the battle changes being finalized.
I played XI endgame to the bone, and I take exception and some offense to this post.
Now I haven't watched Mog's videos, but if I had to guess they are using the pretty standard pick up group method of stationary tanking/soaking. For those who are unaware what this means I'll break it down for you:
- Ogre is tanked against the upper wall the entire fight, and when the ghosts are up the tank simply takes the hits.
- Batraal is tanked in the corner (or other spots) and the tank either avoids the ghosts (by standing between Batraal's legs), or soaks their damage.
Doing it this way I can see how it could be said that darkhold is easy, but is that how the encounter was designed? Let's look at the situation, both encounters center around ghosts which disappear and reappear at a static (Ogre) or dynamic (batraal) location. These ghosts are capable of all types of drains, and heavy AOE damage if they use their dmg ability in unison. Darkhold was intended to be completed in under 30 minutes in order to get the 5th chest, and it was balanced to allow a setup of all classes in the same group (which means 4 melee).
- The stationary tactic is not melee friendly, melee either have to back off and throw weapon during a large portion of the fight, or they like the tank have to soak (or in the case of batraal I suppose they could mimic/stand on top of the tank).
- Was the tank meant to soak this damage/debuff? How well does a pure r50 gla or any tank soak this damage/debuff and can said tank hold enmity enough with those to beat the instance in <30 minutes?
I'm not saying it is wrong or exploitative to employ different strategies and workarounds for mob mechanics, heck that is what endgame is all about (half the fun). Matsui said he was worried about implementing these high end encounters before battle changes were finalized. What I believe he meant by that was that currently players, especially those with multiple (or all) classes to 50, are overpowered. This allows them to employ such soaking strategies and is why the fight appears to be so easy to execute. These same strategies might not have been possible/preferable if the changes had come first.
At the same time I'm not going to sit here and pretend like jousting is this end-all-be-all raid tactic or that Darkhold is the most difficult raid encounter design ever. It's a beginner dungeon no matter how you look at it, I'd be wholly disappointed if things never got more interesting, but are the fight really that dumbed down, or do we simply overpower them due to our being overpowered.
Nerf players, nerf the armory, bring class specialization and uniqueness and suddenly I think darkhold's encounters are not that bad at all. If people would do them more as they were designed (and I'd love to get some confirmation on how that was) and they've got a pretty decent finesse check factored in.
- Tanks manually dodging Batraal's laser frontal of death while jousting so that melee are unhindered, and keeping everyone out of range.
I think that takes a certain finesse, is it impossible or "elite" maybe not, but it's a far cry from how simple the standard pick up strategy is.
I want to know is anyone doing the fight this way and still thinks it is overly easy for a beginning dungeon? Is anyone claiming it is overly easy that doesn't have at least a core selection of players running with them with all or most currently useful cross-class abilities for their class? Does anyone doing so not feel the problem might reasonably be tied to them being a tad overpowered under the current system?
You know a major balance change is coming, and if you believe that doesn't mean a nerf I seriously hope you are expecting a giant boost in mob strength as well because one day of any activity killing mobs @ or above the maximum level (10+) in XIV should show you that we have outgrown our britches. Since they have stated due to "balance concerns" they are not raising that limit the logical development step to address this problem is to Honey, I shrunk the kids! us.
>.> (fear for the children of video game developers)
tl;dr learn to read better, it's good for you.