I think that's my favorite part about the fight with bosses when I'm tanking: when certain parts of the fight (depending on group performance) seem to match (from my perspective anyway) where I am on my chosen rotation, it feels really good to me.
I don't doubt that, but Absurdity here gives a good point about it:
And this is exactly my issue with it. This and almost every mechanic being about positioning. There is position mechanics that I like, Tsuky moon stacks are my favorite, but for the most part it's "don't stay here, you either die yourself or/and drag your whole party with you". And there's no way around it at all, you just have to dance with all those aoes. But how much more fun it would've been if there was a way to stop that aoe dance and to replace it with something else, like healcheck or something, idk. I wish we got more players responsibilities beyond just moving ourselfs from place to place. I wish we could deny bosses their abilities not by just burning their hp down.
Last edited by Hatfright; 11-08-2020 at 07:54 PM. Reason: spelling
"The world is indeed full of peril, and in it there are many dark places; but still there is much that is fair, and though in all lands love is now mingled with grief, it grows perhaps the greater."
J.R.R. Tolkien, The Fellowship of the Ring
As a non-healer, a heal check is a non-mechanic for me. That's not more player responsibility, just shifting of responsibility.
We already do, by doing mechanics: stacking, spreading, dodging, mitigating, healing, etc.I wish we could deny bosses their abilities not by just burning their hp down.
That's why there's "idk" as I coudn't think of more examples. I shoud've been more presice in that, I guess.
You know what's my favorite normal raid so far?
A9, the one where you need to ressurect the mobs and kill em in different spot so they melt and boss can't use their parts for himself. I love OT it, it's way more fun than running around being blue dps. It also pushes a bigger pressure on healers if people don't stand behind cover on raidwide, tho I think if you messed up, you should be the one getting punished, not your healers. And it requares for dps not midlessly beat one target and one target only, you need to pay attention to what you kill and where.
Granted, I never done this raid in HW, as I started playing mid-SB, and don't know how hard it was at the release, but given how even now people wipe there due to their need to not switch targets or hold on to dps a little bit, so tank can position Faust and tanks properly... Something like this should appear more often. Dps can drop scraps whenever they want, it doesn't need to be at the exact predetermined spot, it just needs to provide cover. MT have to dcd enough, cuz boss still punches pretty hard. OT have their own minigame with adds. And heals have to be on point, you can't really go yolo here and push all resposibility to co-healer. I'd imagine people wiped less in here if they were prepared by something similar earlier in the game in one form or another.
"The world is indeed full of peril, and in it there are many dark places; but still there is much that is fair, and though in all lands love is now mingled with grief, it grows perhaps the greater."
J.R.R. Tolkien, The Fellowship of the Ring
The way it's being run feels like we're still in year 2 of a new mmo. More things should have changed by now in the 7 years since v2.0, they just don't want to because repetition makes for smoother game development and new players keep pouring in regardless. Plenty more life could be added to this game despite its aging engine, but it would probably need the old guard to step aside and let new blood run with their creative ideas. If the next expansion is still carbon copy gameplay with updated art then I might quit.
Bosses used to be more complex in termes of strategy in ARR (one only needs to go in some <50 dungeons to notice it). The problem with current bosses is that they ve been heavily streamlined since heavensward and a lot of mechanics are being recycled from one boss to another since HW.
Sometimes I wonder if the combat mechanics that are always Positionals / Kill X before bar fills are because of an actual decision of them not to risk the combat design out of their "comfort zone" or it's because of the old sphagetti code structure...I don't doubt that, but Absurdity here gives a good point about it:
And this is exactly my issue with it. This and almost every mechanic being about positioning. There is position mechanics that I like, Tsuky moon stacks are my favorite, but for the most part it's "don't stay here, you either die yourself or/and drag your whole party with you". And there's no way around it at all, you just have to dance with all those aoes. But how much more fun it would've been if there was a way to stop that aoe dance and to replace it with something else, like healcheck or something, idk. I wish we got more players responsibilities beyond just moving ourselfs from place to place. I wish we could deny bosses their abilities not by just burning their hp down.
This exactly.Bosses used to be more complex in termes of strategy in ARR (one only needs to go in some <50 dungeons to notice it). The problem with current bosses is that they ve been heavily streamlined since heavensward and a lot of mechanics are being recycled from one boss to another since HW.
I love myself a good re-use, but the way it is now, it's not even funny anymore.
Uh, so you do know that A9 is essentially about positioning and burning things down, right? I don't mind it myself, but I prefer A5 as an OT, though it suffers from too much DPS, causing more skipped mechanics from what I can tell in the last few runs I've had of it.That's why there's "idk" as I coudn't think of more examples. I shoud've been more presice in that, I guess.
You know what's my favorite normal raid so far?
A9, the one where you need to ressurect the mobs and kill em in different spot so they melt and boss can't use their parts for himself. I love OT it, it's way more fun than running around being blue dps. It also pushes a bigger pressure on healers if people don't stand behind cover on raidwide, tho I think if you messed up, you should be the one getting punished, not your healers. And it requares for dps not midlessly beat one target and one target only, you need to pay attention to what you kill and where.
Granted, I never done this raid in HW, as I started playing mid-SB, and don't know how hard it was at the release, but given how even now people wipe there due to their need to not switch targets or hold on to dps a little bit, so tank can position Faust and tanks properly... Something like this should appear more often. Dps can drop scraps whenever they want, it doesn't need to be at the exact predetermined spot, it just needs to provide cover. MT have to dcd enough, cuz boss still punches pretty hard. OT have their own minigame with adds. And heals have to be on point, you can't really go yolo here and push all resposibility to co-healer. I'd imagine people wiped less in here if they were prepared by something similar earlier in the game in one form or another.
But that is FFXIV gameplay, dodging. We've had certain dungeon boss fight that just did random but it never really caught on.And this is exactly my issue with it. This and almost every mechanic being about positioning. There is position mechanics that I like, Tsuky moon stacks are my favorite, but for the most part it's "don't stay here, you either die yourself or/and drag your whole party with you". And there's no way around it at all, you just have to dance with all those aoes. But how much more fun it would've been if there was a way to stop that aoe dance and to replace it with something else, like healcheck or something, idk. I wish we got more players responsibilities beyond just moving ourselfs from place to place. I wish we could deny bosses their abilities not by just burning their hp down.
Very true but unfortunately the majority of the community couldn't do it. Labyrinth of the Ancients was very mechanic heavy for example. Steps of Faith was another one people couldn't do.Bosses used to be more complex in termes of strategy in ARR (one only needs to go in some <50 dungeons to notice it). The problem with current bosses is that they ve been heavily streamlined since heavensward and a lot of mechanics are being recycled from one boss to another since HW.
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