Quote Originally Posted by Commander_Justitia View Post
The community feedback to Baldesion Arsenal was pretty good, people felt the first time like doing a real raid and not a trial. At the same time you can still see that they seem to scared to apply that feedback to new content and once again serve the old raid formula. I don't want wow Version of ff14 either, but the huge dps dependency with no way of recovering once you had too many deaths is demotivating and tiring. E.g.: I don't want to feel like that I have to wipe because my top dps player just died in the opener.

I played almost all savages when they were live and I think the time invest is still pretty big when you arent a midcore/hardcore raider because you still have to beat the dps checks, even if they are often easy. Especially when you try to pug it. The difficulty should be the ability to clear the mechanics, just like in ultimate, then nobody would look at the damage anymore, atleast you can kill it.

There are many ways to make a fight difficult outside of looking at the damage numbers. I think that's one of the biggest mistakes when they design the raids. Elements like in shinryu where you attack the tail to deal a fix amount HP to the Boss once you kill it, or golden bahamut where you get a huge dmg buff for staying alive and completing the mechanics correctly. Or boss fights that have restricted rezz ability like in BA, that's all ways to spice fights up and reward playing mechanics correctly. It would be something else then the standard HP sponge with enrage.
The Baldesion Arsenal CONTENT was great. The entry to get in, however, was horrific.