I wouldnt call that "Ignoring of a mechanic" but rather "finding a more creative way to deal with the mechanic in question" - something that can be actually more difficult or risky as dealing with the mechanic the way it was intended. If I remember correctly our warrior would sometimes use holmgang for Head-On - it was a legit way to prevent being killed by the knockback, so the mechanic was dealt with, just not in the most common way.
Another example would be Byakko EX and the second tiger - using the tank lb3 for that is still dealing with the mechanic. (And for me as tank this is more difficult than having everyone kill the tiger, because I need to hit the LB in the right moment - dont get me wrong, its not actually difficult, but if I dream off or forget about it, the whole group is dead...)
Personally I believe that things like that are what makes the fights at least a little bit intresting: The question of wether or not you have to take the safe way to handle a mechanic (most of the time at the cost of dps) or if you can find a different way, that grants you more uptime but is riskier and probably more challenging.
And we still need mechanics in dungeons, because thats where they're introduced most of the time before they get mixed up later - the idea is though that everyone can learn general mechanics (turn away, theters, stack markers, spread markers, killing adds, knock backs, dodging...) in an easy envoriment, so that you already know how to handle them in general when you see them return in a more complexe fight.
You also forget that a higher ilvl renders certain mechanics basically... useless - no need to dodge if the AoE wont kill me or give me a debuff.
And on the one hand I agree with you: People need more of a challenge - not a savage-like challenge, but rather mechanics in dungeons that actually matter.
On the other hand we do have more of those mechanics in current content... on top off: If I run a dungeon for the 50th time, I dont want to wipe because the new french tank and the returning german healer dont speak a word of english and arent willing and able to communicate with the party... when it would be needed to clear the dungeon.
I remember Cutters Cry being HARD and my first group wiping at the first boss for 45 minutes, before we gave up. Wasnt fun. Dont wanna see that again.
Personally, I'm fine with seeing mechanics intruced in dungeons, turning them into a trainings ground for singled out mechanics - and then see them actually really matter in trials, EX-trials and raids.



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