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  1. #1
    Player
    RenoKreuz's Avatar
    Join Date
    Nov 2018
    Posts
    24
    Character
    Rune Lutz
    World
    Tonberry
    Main Class
    Summoner Lv 90

    Enrage timer raid design is causing all the problems

    I would just like to share an insight coming from WOW why I think the tight FFXIV enrage timer is causing all these issues. In WOW, while all "savage" bosses have hard enrage timers, only some of them are very strict DPS checks. Majority depends on coordination and a team's own strategy to beat the boss mechanics.

    I find that FFXIV raid design is too dependent on "death avoiding" and "DPS as much as you can", for almost all bosses. In WOW, there are some fights which are tank centric (multiple adds, tank swap/stack, multiple positioning (like brayflox normal poison dragon)), and some are healer centric (heavy sustained dmg on random single targets, raid wide DOTs, debuffs that need healing or esuna), even the DPS fights have variants for many adds (AOE burst), multiple bosses (allowing for dot classes to shine), or short bursts dependent on ranged classes (gaols), etc.

    My point is, yes it's true there will always be some classes doing more dps than others, and there are times there are "meta" and "better jobs", but I think if the DPS checks are more forgiving and raid design add in more elements than just "death avoiding", and engage the different roles of the classes: more stuff to tank, more stuff to heal, more stuff to kill, then many of the issues surrounding "DPS is nothing more than total pDPS + rDPS", as well as DPS of tanks and healers being so impt that their other aspects (surviving and healing) are almost ignored in class balance, will naturally be addressed through raid design philosophy.

    TL,DR: FFXIV need to balance jobs design around raid designs, rather than hammer their heads on balancing DPS of ALL jobs including tank and healers, they need to relook at current raid design philosophies.
    (33)

  2. #2
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by RenoKreuz View Post
    I would just like to share an insight coming from WOW why I think the tight FFXIV enrage timer is causing all these issues. In WOW, while all "savage" bosses have hard enrage timers, only some of them are very strict DPS checks. Majority depends on coordination and a team's own strategy to beat the boss mechanics.

    I find that FFXIV raid design is too dependent on "death avoiding" and "DPS as much as you can", for almost all bosses. In WOW, there are some fights which are tank centric (multiple adds, tank swap/stack, multiple positioning (like brayflox normal poison dragon)), and some are healer centric (heavy sustained dmg on random single targets, raid wide DOTs, debuffs that need healing or esuna), even the DPS fights have variants for many adds (AOE burst), multiple bosses (allowing for dot classes to shine), or short bursts dependent on ranged classes (gaols), etc.

    My point is, yes it's true there will always be some classes doing more dps than others, and there are times there are "meta" and "better jobs", but I think if the DPS checks are more forgiving and raid design add in more elements than just "death avoiding", and engage the different roles of the classes: more stuff to tank, more stuff to heal, more stuff to kill, then many of the issues surrounding "DPS is nothing more than total pDPS + rDPS", as well as DPS of tanks and healers being so impt that their other aspects (surviving and healing) are almost ignored in class balance, will naturally be addressed through raid design philosophy.

    TL,DR: FFXIV need to balance jobs design around raid designs, rather than hammer their heads on balancing DPS of ALL jobs including tank and healers, they need to relook at current raid design philosophies.
    Its because right now everyone is basically at 'minimum' item level for most of the savage encounters. Once we have weeks pass for people to buy tome gear you get alot more wiggle room and can afford deaths here and there.
    FFXIV raid design has worked after they figured it out back in HW for the last tier of Alexander. We aren't WoW, I understand you want to use WoW to inspire FFXIV raid design but that's not how the devs have decided to design the raids. This DPS problem happens when Stormblood came out for Halicarnassus (Delta 3) with a good chunk of jobs being under tuned and people getting to that fight much faster than even this tier. The third fight is a brick wall for 90% of the raid community, its called the "static breaker" for a reason.
    (3)

  3. #3
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    745
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    The biggest DPS problem was Alexander 3. HW's raid design was so tight that it nearly destroyed the FFXIV raiding community. Halicarnassus wasn't nearly as bad as Gordian and Midan. That said, E2S' DPS check is legitimately overtuned right now and needs to be brought down. Not much, but a bit. The design is fine, the health is not.

    That said, I do want to see FFXIV copy a little from WoW in terms of encounter design. That is, the triage meta specifically. The buster meta forces the tanks and healers to have their healing and mitigation to be designed functionally identically to each other, which is just boring design on a class-by-class basis when they all do their core job the same way, and it's making fight design somewhat stale. By comparison, the Triage Meta designs allows tanks and healers to be designed in wildly different ways from each other while all performing the same job, and it shows if you look at WoW's absolutely staggering tank and healer differences compared to 14's. The reason for this is that a Triage meta heavily restricts healer power and the design is built around ramping up pressure on the healers until they flat out get overwhelmed, so you can design tanks around blowing off pressure instead of around surviving the unsurvivable. But that's a topic unto itself.

    In many respects, the buster meta forces enrage timers. Because you can't really pressure healers so much that they will run out of MP in the current encounter/class design, because if they ever can run out of MP in normal play, you will just wipe for the most part over the course of a fight. Triage means every healer is intended to run out of MP and you can't aoe heal the entire party for half their life without expending massive amounts of resources, typically very long cooldowns. By comparison though, so you can get far more interesting with how you design the classes because of these limitations.
    (6)

  4. #4
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    2,192
    Character
    Leon Reddas
    World
    Masamune
    Main Class
    Scholar Lv 77
    What causes problems in raids are players that don't learn or struggle to adapt in challenging environments (usually pug so see this a lot). The Savage fights are intended to be difficult for a reason and especially in those first couple of weeks when players are only at the minimal ilvl (or slightly above). Almost everything about Savage is scripted and once a player gets that down, it's very easy to just dance your way through the fight, knowing where to go, what to do etc. If anything casual content should have more soft enrages to encourage players to work harder and use all of their toolkit.
    (8)

  5. #5
    Player
    Nielk's Avatar
    Join Date
    Nov 2013
    Posts
    64
    Character
    Nielk Sachi
    World
    Gilgamesh
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by RenoKreuz View Post
    I would just like to share an insight coming from WOW why I think the tight FFXIV enrage timer is causing all these issues. In WOW, while all "savage" bosses have hard enrage timers, only some of them are very strict DPS checks. Majority depends on coordination and a team's own strategy to beat the boss mechanics.

    I find that FFXIV raid design is too dependent on "death avoiding" and "DPS as much as you can", for almost all bosses. In WOW, there are some fights which are tank centric (multiple adds, tank swap/stack, multiple positioning (like brayflox normal poison dragon)), and some are healer centric (heavy sustained dmg on random single targets, raid wide DOTs, debuffs that need healing or esuna), even the DPS fights have variants for many adds (AOE burst), multiple bosses (allowing for dot classes to shine), or short bursts dependent on ranged classes (gaols), etc.

    My point is, yes it's true there will always be some classes doing more dps than others, and there are times there are "meta" and "better jobs", but I think if the DPS checks are more forgiving and raid design add in more elements than just "death avoiding", and engage the different roles of the classes: more stuff to tank, more stuff to heal, more stuff to kill, then many of the issues surrounding "DPS is nothing more than total pDPS + rDPS", as well as DPS of tanks and healers being so impt that their other aspects (surviving and healing) are almost ignored in class balance, will naturally be addressed through raid design philosophy.

    TL,DR: FFXIV need to balance jobs design around raid designs, rather than hammer their heads on balancing DPS of ALL jobs including tank and healers, they need to relook at current raid design philosophies.
    if more people ask for more Boss Design in the official forums there will be something done about it. They Have Stated The More Popular an opinion on how many extra stuff can be added and people on board with it they will look into it.
    (Alot of ppl forget the official forums is made to Give the Devs Ideas if Rampant Opinion is the same.)
    (2)

  6. #6
    Player
    Sovasin's Avatar
    Join Date
    Sep 2016
    Posts
    31
    Character
    Sovasin Kair
    World
    Aegis
    Main Class
    Scholar Lv 80
    Enrage timers are necessary. How else do you motivate DPS players to improve? Healers receive direct feedback when they suck at their job - everyone dies. Tanks receive direct feedback when they suck at their job - they die to a buster or the boss isn't positioned right for a mechanic. DPS players can afk through a fight and only realise something is wrong when they hit enrage. WOW style raids would just result in certain jobs being "meta" for certain raids which is an even worse problem. I don't get why you want raids to be based around a single gimmick like dual boss fights, adds, gaols etc. You can just have these things as mechanics/phases instead of making the whole fight based around it. And we do have raids with such gimmicks in phases and it works fine. And even if you had fights based around a single gimmick you would still need an enrage. If they made a fight full of adds you'd have to make the adds cast an enrage eventually, or else what's the point? Have two bosses in a fight? One of them has to cast an enrage after the other dies, otherwise you'd just kill them individually. And regardless of how many gimmicks they come up with, people are still going to lean towards the jobs that do the most dps regardless of what the encounter asks of them. The only way you can eliminate this problem is if bosses were like the simon says boss in bardam's mettle where you couldn't even attack.

    This game has been around for 6+ years. It's too late to break the DPS, blue DPS, green DPS meta. That's just how the game is and if you dislike the meta you are free to play another MMO that caters to your vision of how each role should play. SE has been rightfully doubling down on this idea by removing tank stance and focusing on DPS rotations for tanks. If all raids had enrages as lenient as UCOB Nael or Bahamut where you could have like 5 deaths and still meet the DPS check without LB there would be no reason to put in any effort.
    (14)

  7. #7
    Player
    Endariel's Avatar
    Join Date
    Mar 2019
    Posts
    307
    Character
    Riviera Koji
    World
    Coeurl
    Main Class
    Dragoon Lv 42
    Quote Originally Posted by Sovasin View Post
    Enrage timers are necessary. How else do you motivate DPS players to improve? Healers receive direct feedback when they suck at their job - everyone dies. Tanks receive direct feedback when they suck at their job - they die to a buster or the boss isn't positioned right for a mechanic. DPS players can afk through a fight and only realise something is wrong when they hit enrage. WOW style raids would just result in certain jobs being "meta" for certain raids which is an even worse problem. I don't get why you want raids to be based around a single gimmick like dual boss fights, adds, gaols etc. You can just have these things as mechanics/phases instead of making the whole fight based around it. And we do have raids with such gimmicks in phases and it works fine. And even if you had fights based around a single gimmick you would still need an enrage. If they made a fight full of adds you'd have to make the adds cast an enrage eventually, or else what's the point? Have two bosses in a fight? One of them has to cast an enrage after the other dies, otherwise you'd just kill them individually. And regardless of how many gimmicks they come up with, people are still going to lean towards the jobs that do the most dps regardless of what the encounter asks of them. The only way you can eliminate this problem is if bosses were like the simon says boss in bardam's mettle where you couldn't even attack.

    This game has been around for 6+ years. It's too late to break the DPS, blue DPS, green DPS meta. That's just how the game is and if you dislike the meta you are free to play another MMO that caters to your vision of how each role should play. SE has been rightfully doubling down on this idea by removing tank stance and focusing on DPS rotations for tanks. If all raids had enrages as lenient as UCOB Nael or Bahamut where you could have like 5 deaths and still meet the DPS check without LB there would be no reason to put in any effort.
    Except, most of the time if you hit the enrage, it's because tanks and healers not doing enough DPS.
    You know their "secondary" concern
    (9)

  8. #8
    Player
    Rockette's Avatar
    Join Date
    Dec 2017
    Posts
    483
    Character
    Rocket Teira
    World
    Behemoth
    Main Class
    White Mage Lv 90
    If all these WoW players want FFXIV to be like WoW then why are you here? My god, stop trying to turn this game into the one you left.

    The raids are fine, aside from Titan, they're easily cleared in crafted gear. E3s has to be the easiest turn 3 we've ever had. It's barely a step up from e2s unlike Halicarnassus or Omega. Healers dps, tanks dps, dps dps, that's FFXIV. Quit crying.
    (13)
    Last edited by Rockette; 08-10-2019 at 07:34 PM.

  9. #9
    Player
    RenoKreuz's Avatar
    Join Date
    Nov 2018
    Posts
    24
    Character
    Rune Lutz
    World
    Tonberry
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Rockette View Post
    If all these WoW players want FFXIV to be like WoW then why are you here? My god, stop trying to turn this game into the one you left.

    The raids are fine, aside from Titan, they're easily cleared in crafted gear. E3s has to be the easiest turn 3 we've ever had. It's barely a step up from e2s unlike Halicarnassus or Omega. Healers dps, tanks dps, dps dps, that's FFXIV. Quit crying.
    Wow (as in the sound, not the game), much negativity. I did not once said in my post to request for the game to be "more like wow", all I'm doing is providing an opinion into why i think these issues arise.

    If you think the raid designs have no issues, good for you, I do think there can be a lot to learn from other games. Notice my point is *NOT* to just remove the enrage, but to diversify the difficulty and hence fun. There can only be so many variations of "avoid death" mechanics.

    And as you rightly put. Tank DPS, healer DPS, DPS DPS. There was a post recently about how 70% of a scholar parse was broil. Is that fun design? I don't think so. My reason for posting this is not the raids are "too hard", but because people are posting about "unpopular dps" classes and how some classes are avoided for extreme clears. Do read a bit before jumping to conclusion thanks.
    (8)

  10. #10
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Well if I remember correctly, when design raids SE doesn't even consider Healer DPS as a factor and Tank DPS is a minimum.
    (4)

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