With Savage content removing the trash mobs is smart because think of it like this. You want to beat the boss but you have to go through the filler every-time just to get to it, you already proved you could beat that part in normal mode so it is a bit redundant to put "trash" in savage mode when it doesn't add to the difficulty it only serves to waste the players time.
I mean there are ways "trash" could work if they related to the boss in some way, could be things like 3 paths, can take all 3 but you have to split your party of 8 in a certain way which means could have a tank/healer together, and then tank and healer in other groups, or you could go 4/4 and skip one path and based on how well you manage against each path you went through it alters the boss in some way. So say at the start even with 8 it's hard to take out one path, with strategy you could do 4/4 but chaos to try and do 2/3/3, But the idea could be it's not about defeating all the targets but weakning each path in a way that helps you fight against the boss. I'd say trash mobs designed in that manner could work but it's not a gimmick I"d put into every fight.
Something like, let's say in Alexander the boss fight is based on goblins remaining in the 3 paths and each path correlates to a certain aspect of the boss, when the boss appears the goblins goes into position and you fight based on how many gobs were left with each remaining gob offering a gimmick to make the fight that much harder. That would be trash with purpose because it be a two step fight in the sense of learning which paths are the most threatening that you should take down and which ones aren't as urgent to take down before the boss is summoned.
if raids were bigger , look at how Void Ark looks in the trailer....is awesome , and the dungeon looks huge , trash is boring yeah , but spawning in front of the boss is a bit lame.
Give trash a purpouse , in other games trash show some boss mechanics so u learn before arriving at the boss lair (plus trash can drop, some gil ~~, mats , if killed fast enough spawns a chest with food / potions? )


Its not the destination, its the adventure getting there. One mans trash is another mans gold. Some time when the crew is up against it, and the breaks are beating the boys, tell them to get out there and give it all they got and win just one for the Zipper. I don't know where I'll be then, Doc", "but I won't smell too good, that's for sure"
An idea I've had is to have all 4 sections merged into one dungeon, similar to how Crystal Tower works.
Imagine it, you enter the FotF, get past Faust and the Oppressor, and instead of leaving the area outright, you carry on and zone through where the boss came through into the Cuff. Etc etc.
Obviously it doesn't solve the no trash in savage problem, but I think it would work ok for normal mode at least. It would give the feeling of actually progressing through the innards of Alexander up to the Manipulator. Could even add a few extra bits, like a T4/ARF elevator experience pre-Manipulator.
*shrug* just a thought

This would be fantastic, everything feels so disjointed at the moment and like we're fighting for nothing. Adding extra mini encounters that drop crafting items/esoterics/recipes/materia/food and pots and allowing us to actually get a sense of the grandeur of the raid as we walk through is something that's been lacking for a long time. Definitely would need teleport points like CT and already cleared enemies to stay dead though to not be tedious. They could even make the trash encounters like Fates where it randomly chooses an event so it isn't the same encounter everytime before the boss.An idea I've had is to have all 4 sections merged into one dungeon, similar to how Crystal Tower works.
Imagine it, you enter the FotF, get past Faust and the Oppressor, and instead of leaving the area outright, you carry on and zone through where the boss came through into the Cuff. Etc etc.
It would give the feeling of actually progressing through the innards of Alexander up to the Manipulator. Could even add a few extra bits, like a T4/ARF elevator experience pre-Manipulator.
Last edited by CarmenSandiego; 10-30-2015 at 11:29 AM.
No one actually wants trash.
People just think it'll make it more "Raid like", when in reality all it will do is make a majority of us roll our eyes in boredome.
I would like it as long as once you clear it for the week, it stays cleared.
Questing is like participating in an Old Spice Commercial - Talk to me, talk to him, talk to me, talk to him, Now Talk To Me...Sadly, you are not done, back to him, look there, its that mob I never liked, back to me, back to him...I'm in the Waking Sands.




Classic Dynamis in FFXI was an example of trash done right.
1. Each cluster of 4-8 trash mobs protected 1-2 MP or HP restoration statues. Also spawned another 4-8 trash mobs.
2. Everything linked like the first room of Aurum Vale, so 90% of the skill in Dynamis was pulling the correct number of mobs.
3. There were 10-20 mini bosses that had to be killed. Most of them weren't too difficult, but they were a DPS check and could blow up and kill everyone if not killed or slept first.
4. Did I mention sleeping? Yeah, trash in Dynamis could be slept, and selective group sleeping is what made that raid a success.
5. Killing mini bosses was required to spawn the big boss. The big boss also usually had another squad of mini bosses, requiring a sac pull.
The downside of Dynamis was that it took 2-3 hours.
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