You people are a walking advertisement for banning parsers.
You people are a walking advertisement for banning parsers.
I share this opinion, and that's why I don't do Savage raiding. However, I also understand that lots of players get a thrill out of being tortured in this manner, and I wholeheartedly believe that their wishes should be respected, too. No one is forcing you to Savage raid. At least this game isn't like WoW where you're expected to repeatedly run Mythic dungeons on a tight timer just to get your endgame gear. The beauty of this game is that it has something for everyone. For the sake of your sanity, leave Savage players to their Savage content, and stick to roulettes.Expecting 8 people to perform 15 minutes of mechanics without losing DPS, without a single death and all this while poorly communicating is the crux of everything that makes Savage raiding a horrible experience, the icing on that inedible cake is enrage which enforces this mechanic through fake difficulty and removes any flexibility or room for error.
lol, just work on yourself man. It's supposed to be hard content, if you're struggling you need to try to identify where at and try to work it out. Blaming the game/others/evil parsers won't get you to improve
I guess but you don't have to go from beating phase 1 of P4s then immediately start ACT1 after the cutscene. You reset then start form that point. I mean a non-ultimate fight that is straight up 15 mins with no door boss.Multi-phase fights (E12S, P4S, etc.) tend to have an overall 15 minute-ish timer if you count both phases as one fight; for instance P4S phase 1 is ~7 minutes for enrage, P4S phase 2 is ~8 minutes.
That said, we only get at most one checkpointed multi-phase fight per tier, and not even that every tier, so... yes, I would agree with you that 10 minutes is the more commonly encountered enrage timer.
Well enrages need to exist, otherwise fights become wars of attrition. Trust me I know from experience that this can happen on two occasions. THe first was all the way back in ARR in an Ifrit hard mode. It lasted 25 minutes and I used 4-5 healer lb 3's in order to bring back everyone that was dead. It was not a great experience. The other was an o5 normal with the train. People kept dying and healers kept getting caught by the ghosts whenever they appeared. It took a total of 21 minutes. If fights don't enrage, they will default to a loop of mechanics that everyone has already seen, The only pressure would be if healers can manage their mp well but with the wealth of ogcds, and mp recovery tools that healers have, unless someone is dying every 5-6 seconds, they are not going to run out.
It's actual difficulty. It is meant to be hard. People need to stop asking for easier stuff.
When you deal with human beings, never count on logic or consistency.
Fluid like water. Smooth like silk. Pepperoni like pizza.
Here's the thing - you're making several broad, subjective, and even questionable statements, and pointing at other people. Liking the design or not of the fights is entirely subjective, but a time limit is "fake difficulty"? Something that's been in games, not even just video, any games - competitions - since conception? And then you blame ToXiCiTY oF SaVaGE RaiDeRS? Sorry, but it really just sounds like sour grapes that you struggle with what savage fights demand, and looking to blame everyone/thing else first.
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