Quote Originally Posted by Mavrias View Post
note that I said "comparative to Mhach and Orbonne" not "easier."

do point me to which savage or extreme fight has non degrading vulnerability stacks. two failed mechanics in two minutes is not much different than collecting vuln stacks in a 24 man or normal mode and dying to damage from things you're not supposed to be hit by anyway. example: failing concurrent giga slashes in e10 normal will kill just about anyone. doesn't matter much, you can still be raised. heck Square even made an item that you can pop preemptively to raise yourself.

I don't even know what you're referring to with lack of indicators. every fight shows at least a flash of an AoE marker before an avoidable attack goes off so there's an at least idea of what you got hit by.

spending 30 minutes one fight (not sure which fight in particular you're referring to) is due to three potential things:
1) people not knowing mechanics which isn't all that strange during week 1 and will improve with time as more people learn the fights
2) players not knowing rotations and not keeping GCDs rolling.
3) lack of or inefficient use of lost actions, essences, and items.
As I said, that's the kind of crap you save for Extreme and Savage content, not stuff you want people who don't participate in that stuff to be doing. Attack indicators on cast is pointless. The whole point of having them is so that people know to get out of the way to avoid an attack. Having that flash attack indicator after it's more than 1/2 way through the cast is not enough time for people to react, making it completely pointless to have. You would be better off removing attack indicators from the entire game so that people are trained to look for attack indicators from the beginning rather than train them to look for attack indicators, then take them away like they have with Shadowbringers. The fact that they had them, then took it away just makes it bad design due to how inconsistent it is. Queen's Knight for example has the sword and shield thing with no indicators. It relies on the fact that you have seen the attack before to react to it. Much of DR is like this and what makes it such an awful experience.

Even with players not knowing mechanics, it shouldn't be taking 30 minutes for a single fight. The only reason is that DR is once again, not designed as casual content. It is plagued with one hit kills, lack of attack indicators, and just flat out lazy design because it feels like they just copied most of the Savage version over instead of changing the mechanics like they did with casual content in the past.