A fight cannot be completely random. The last phase in T11 could give you a glimpse of what would happen if a fight is completely random. During progression, groups often prayed for a set of tethers to be on the tanks, because this made that specific cycle of "dodging" significantly easier. If this were the case for the last boss of the end game dungeon, the difference between world 1st and world 2nd could have been completely based on RNG. One group could potentially have cleared the content first without fully knowing and conquering every aspect of the fight.
Even with the current "scripted" fights, there is plenty of RNG involved. You can tell the difference between a well coordinated group and a disorganized group by how well they handle that RNG.
In T10, tethers and charges are randomized. When you get heat lightning and a charge, not having to tank swap makes the mechanic significantly easier. When you get both the tether and the charge, it is easier to deal with that when both melee are free to split the tether damage, then the ranged and the OT split the damage on the charge.
In T11, the last phase can be either smooth sailing or a PITA depending on who gets the tether and which direction the nerve gas faces. These factors barely make a difference for a well coordinated group, but often cause wipes for a disorganized group, because a tethered couple went opposite directions from each other, or the two sets of tethered people ran into each other.
In T12, during phase 2, you can have the red fire on the opposite end of the room, forcing the BRD to cover a lot of distance in a short period of time resulting in a higher chance of not catching it on time or being caught in the tank's Revelation. In the last phase, the positioning of the fountain and the randomness of who gets the dives is a huge factor for a disorganized group.
In T13, flare stars often cause a group to have to do some drastic shuffling, especially when you get 4 flare stars on someone who already has 2 stacks on the wave before megaflare hits. In the last phase, when one person is down, the RNG can sometimes force a diamond on the tank. This forces the tank to gather and split the damage with the rest of the group, and then move out quickly so tempest won't blast the group away.
All these are examples where RNG already exists in current fights and is often overlooked or labeled as "team jump rope". But a well organized group is more than capable of dealing with these chaotic moments while others who can barely handle RNG in such small doses would wipe and blame the repetitiveness of team jump rope.
If a person cannot dodge something or get to a position knowing a mechanic is coming, I don't believe reacting to such mechanic without advanced warning/knowledge is going to be any easier. RNG can be brutal at times, but you didn't wipe because RNG "screwed" you, you wiped because you weren't good enough to handle the RNG. People in top tier raiding guilds/FCs are better because they are ready for the worst case that RNG can give them.


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