Honestly, the bigger issue is that most groups don't want the help because we cost them valuable drops.
The days of helping coach other groups through coil freely are long gone sadly =(
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
The enrage timer exists to enforce a single approach to clearing, player ingenuity and creativity is punished. That is artificial difficulty and it has the side-effect of fomenting toxicity in savage raiders who will accept nothing less than perfection.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.
I really do not understand what kind of backwards logic you used to come up with this.
Also, no savage raider expects perfection, just competence.
I usually just find it the 1-2 pugs in your team or someone not listening in party finder, which is the hardest part of savage. The savage part isn't the fight but getting a person with the ability to work with others more than four pulls in practice.
However, once you find the right team, it's usually a gratifying experience; however, you need to have people with like-minded goals. Having some people there for fun and others for a clear will not work.
Would you yourself say that you are close to perfection?
What is the other approach to clearing with no enrage timer?
87 deaths and 45 min fights because you can just keep raising?
Doesn't that kind of defeat the "skill" aspect of it?
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Think I said before that it shouldn't take over 2 months to clear a savage tier because it gets in the way of doing other things in the game, but this comment was more on the subject that there are a lot of people who want something that makes being good at a job worth it, and a lot of these people do not have the time to tackle something like savage for 3-4 days strait for 3 hours a piece. Some of the most common statics I've seen around are 2 day ones and those guys are just getting blocked by mechanics even with better gear.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.
It's no wonder all the toxicity in FFXIV comes from the savage raiding community, which is in turn why we have all these parsers controversies which are taking up the devs focus. This problem could easily be fixed by offering a little wiggle room for mistakes and removing the pointless enrage function but I guess that's not happening any time soon.
Now I'll sit back and wait for all the accusations of "trolling" or me not "gitting gud" to spew forth like the contents of an overflowing toilet.
Also, despite the enrage savage is not really about DPS. Savage is more about learning what the different patterns are at each stage of the fight, coming up with a strategy, getting 7 other people to all agree on the same strategy, and then practicing the execution of said strategy. All of those final steps are sort of like herding cats in PF, and I'm pretty sure people are dying to not agreeing to a proper strategy long before damage is even a factor. I mean you obviously are not going to make a dps check if half your party died during the fight.
Last edited by Colt47; 05-24-2022 at 06:36 AM.
There isn't a savage fight in the game you can't clear with multiple deaths if everyone is doing their rotations and outputing damage properly.
The final fight of a tier is typically the hardest and may require more gear, but it still has a lot of leeway.
Oh savage is problematic because of damage. The fights are designed around having X amount of time to complete and all mechanics are built on a timeline through the fight. If a group does more damage than another group, they can skip the tail end of the fight and depending on the mechanics at the tail end, can make the fight far easier than it should be.
|
![]() |
![]() |
![]() |
|
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.