

Sounds miserable to me. I hate RNG with a passion, I'd rather not have my parse/clear be up to whether or not the boss decides to screw me over by just "lmao punch the monk right before a raidwide"
I already addressed that with the following line in the original suggestion:
Even something as light as a Raidwide wont be used for 5~ seconds after using a random damage shot on the party would both prevent wombo combos and also, over time, cause cooldowns to no longer perfectly align with every hit that the party takes.
Your Healer would be responsible for topping you up before a raidwide KOs the aforementioned Monk. God forbid a Healer have to pay attention and spend some GCDs to make sure no one is in danger.
I want Healers to respond dynamically in a fight, not on a timer with an alarm bell that rings every 45 seconds and politely requests that the resident WHM press their Assize button.
I think what they're trying to say is that RNG stuff like that severely limits the encounter design. A lot of rules would have to be placed on that random damage aspect so it doesn't interfere with other mechanics. Else you get fights similar to T1's Caduceus where all it does is tank buster occasionally and spit poison at random players. At that point, it just turns into predictable damage and we're back to square one.
I genuinely think that you should give the Ultimates a try! A lot of what you're asking for already exists in those fights, so it might be worthwhile to give it a shot.


Yes, I'm sure Ultimates are great. But what about the rest of the game?
Of course I don't expect or want savage compexity, speed requirements and difficulty in content that is typically done by uncoordinated groups.
But -a little- more danger should be in the cards, no? A little more incoming damage. Not feeling as if I outgear a brand new dungeon to the point of total triviality would be nice.
If content was a bit meaner, we would heal more. Add a few more DPS toys to move away from the "mash [1] for 28 seconds, then refresh your DoT" and it would be perfect.
That's an interesting alternative to consider. Instead of mashing a DPS button, we would build up group support. Hmm... I like it!
Generally those kinds of mechanics and damage thresholds are sectioned off for a reason. Particularly with incoming damage because the Devs have to always balance that so that it's possible to complete with the set minimim ilvl (see: that bug with Mog King and Memento Moogle). Tbh, I don't think people would enjoy running a dungeon that forces you to min ilvl as a daily roulette.
Not necessarily. Healing has always had that inherent flaw. If incoming damage necessitates spamming the Tier 1 Cure to keep the tank alive, then there isn't enough incoming damage to warrant spending GCDs using it. Regen and oGCDs handles that way more efficiently and with fewer button presses. If incoming damage necessitates both healers spamming AoE heals to keep the party alive, then you have TEA's Judgement Formation with both healers bottoming their MP within 45 seconds. Healing in this game just isn't built for sustained constant healing.
I'm all for this just to break the monotony lol.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



