One you use (waste) additional time to set up, and, if depended on, screws over non-PCs. The other still basically comes with the countdown ringing "2"; it just skips the integers before and after it. /shrug
To be honest, if it weren't for the painfulness of spinning that camera upward while in the hole (where 90% of all parties went), I'd be fine with that. But a clipped floor and near completely blocked view makes me really appreciate that the marker's there. And when you're not using the hole strat, it's not like the marker does you any good, anyways. It's often on someone else, out of view, and either way you have to check Twintania's position to get clear. (For which reason I enjoyed it when I wasn't in the hole.)
Long story short, a lot of the hand-holding makes sense. Could you imagine if there was a "Prey" mechanic after a large, (dispellable) infirmity-causing AoE that was just a red line sent out from boss to the target to be affected just once, and the target were crippled in 6 seconds if the damage wasn't shielded? Or a random target nuke with a marker than only appeared for half a second, and required stacking or shields to survive when targets are potentially forced out of a range in which they could just run back into the raid to compensate for chance? Or if Swindler only showed how many players to a circle for 1s? These could all be dealt with with call outs and quick responses, but they leave you largely dependent on predetermined systems and/or voice chat. There is a point where it can be too much. Truly zero hand-holding can sabotage as much fun as it might first seem to provide, because we can then be distracted from the more interesting complicators of a fight just to keep our eyes ever vigilant for the finer signs within smaller mechanics. I don't think there's any chance of SE doing that, whereas they're likely to caution towards the opposite (too much hand-holding), but just for hypotheticals' sake.



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