Levi, Ramuh and Shiva also do that. Levi will wipe if you push before the shield can charge up after the add phase and Ramuh will wipe if pushed before all the adds are killed.
All these happen for the same reason: the add phase's anti-boss burn trigger (i.e. the trigger that gets you to actual attack the adds) is hit accidentally due to programing priorities. These are all cases where dps is so good that it causes a dps check phase to break in a negative manor.
There is a difference between rewarding players for being better geared and playing better and rewarding players for doing more dps. The second is a part of the first but not all of it.We have several fights in this game actually that punish you for having good or well geared DPS players and/or excellent healers/tanks, mostly old ones. And the big question is: Why exactly are you punishing players for taking part in the vertical progression you offer and why exactly are you punishing players for playing their job well...?
With all due respect: The notion is pretty perverse. You should reward people for playing their jobs to the fullest and gearing up, not punish them for it. It should make fights easier, not harder as you suggest. It doesn't even solve the issue, because the meta for those fights doesn't become to take it slow, it's to go full speed until you hit the stop sign, wait, then go full speed again and rinse/repeat until you can safely full speed to the end.
It just seems like a helpless attempt to achieve something without addressing the actual issues.
More defensive tanks should be rewarded for surviving more damage longer and good healers should be rewarded for healing through harder challenges.
A shorter kill would be the reward all 3 roles receive for doing better and being better geared.



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