Quote Originally Posted by TaiyouSeishin View Post
Its a shame you didnt raid in WoW, some fights werent dps checks at all, just mechanic intensive.

As for clears in this game... if we are talking mathmatics, It was never mathematically impossible, just mathmatically harder. Just some classes felt they were more a hinderance than a help.

There is nothing wrong with 2 games that design raids differently. But WoW had more than one design type (at least in its prime), where as ff14 has.... really 1 now.

Nothing wrong with you being happy that all raiding to you is dps checks, but there is nothing wrong with the opinion that enrage timers on everything holds back raid design either.

Everyone is entitled to their opinion. Some people like the dps crunch with an add-possible-wipe phase in the middle. Some dont.
Thanks for very nicely summarising my point! For all the people saying that DPS enrage is a fine mechanic, i don't disagree! And I am not asking for things to be "easier", just "more variety".

Raid design as of now, no matter how "different" they are, still focus mostly on (1) avoid death, (2) predictable aoe heals and tank busters, (3) maximum uptime. While I think some fights can follow this theme, from a healer's perspective, I find the fights to become rather stale fast as you can see in the formula of 1,2 and 3, healers deal with (2) occasionally, and for (3), press 1 button now. If there were more variety of raid designs e.g. low levels of healing is constantly needed, healers would need to manage mana / healing (e.g. cure being the go-to spell rather than just cure 2 / solace during busters).

From a DPS perspective, having a variety of "things to kill" including multi-boss fights (which has not been implemented before afaik), would also go a long way for different classes to shine and strategise their optimum playstyle.