

No, you bought this game to dodge an endless barrage of OHKOs, among other things.
Did anyone ever tell you different?
Man surving mechanics and not getting punished in highend content sounds fun. Challenges are for losers anyway right?


Ohko isn't bad. It punishes you for messing up.
The problem with many of the games mechanics is they don't punish you for messing up they punish the healer instead..
Vulnerable stacks are a prime example here. I often think what they should do is replace those with a debuff that slashes your damage instead. (Apparently they do in some cases) 1 stack. 10% less dps. 2 stacks 20% less dps. 3 stacks 30% less dps...
All vulnerability does is punish the healer not the player making the mistakes..
Ohko is kinda the same. If it didn't ko you then it becomes the healers job to fix your mistake. Though raising still makes this the case but at least some dps jobs can help with that.
As for lazy boss design that part has been true for years. Every boss is the exact same thing just with a different amount of hp.
Makes zero difference if the boss is a machine, a dragon, a gigas or a giant plant. It's still the exact same fight with the exact same rotation and the exact same weaknesses and resistances the only thing that ever changes is how much hp they have.
Edit:
The only times I think insta death are a terrible idea would be in content like zadnor or delubrum reginee. With the thrice comes ruin thing.. I do think those should have dealt heavy damage instead of outright death. Mainly for the reason that it would have made all those defensive essences and lost actions actually useful to newer players. Sure a defensive essence would mean less dps than offensive essences. But a living dps with a defensive essense does more dps than a dead one with an offensive essence
Last edited by Dzian; 09-16-2022 at 07:33 PM.


Damage Downs are far more prevalent in Savage+ as a punishment for failing mechanics, cuts your damage by 50%(?). I think it last 30 secs?Ohko isn't bad. It punishes you for messing up.
The problem with many of the games mechanics is they don't punish you for messing up they punish the healer instead..
Vulnerable stacks are a prime example here. I often think what they should do is replace those with a debuff that slashes your damage instead. (Apparently they do in some cases) 1 stack. 10% less dps. 2 stacks 20% less dps. 3 stacks 30% less dps...
All vulnerability does is punish the healer not the player making the mistakes..
Ohko is kinda the same. If it didn't ko you then it becomes the healers job to fix your mistake. Though raising still makes this the case but at least some dps jobs can help with that.
As for lazy boss design that part has been true for years. Every boss is the exact same thing just with a different amount of hp.
Makes zero difference if the boss is a machine, a dragon, a gigas or a giant plant. It's still the exact same fight with the exact same rotation and the exact same weaknesses and resistances the only thing that ever changes is how much hp they have.
I believe Vuln stacks are anything Extreme and below.
Funnily enough, in the most recent Ultimate, if people got a Damage Down, they'd throw themselves into the death wall during downtime, cause the revive debuff gave the same damage reduction, but didn't last as long.
Yeah, normal punishes the Healers for the messup of others more often than not.Damage Downs are far more prevalent in Savage+ as a punishment for failing mechanics, cuts your damage by 50%(?). I think it last 30 secs?
I believe Vuln stacks are anything Extreme and below.
Funnily enough, in the most recent Ultimate, if people got a Damage Down, they'd throw themselves into the death wall during downtime, cause the revive debuff gave the same damage reduction, but didn't last as long.
Other fights punish the dps for messing up and greeding. Sometimes everybody gets damage down, too but vuln ups are less of an "issue" than damage down.
At least for anybody but the healers because you screw up and just get a vuln up? Eh, healer can take care of it.
Sometimes the vuln up doesn't even do anything (looking at you hades EX where it was easier to just eat one vuln up, you could even shield enough to not get it in the first place, on release), damage down is honestly better but woe is me
I'm probably in the minority here but I don't like how SE slapped a Damage Down on everything to make sure everyone plays the mechanic the exact way they want them to and they will like it.Yeah, normal punishes the Healers for the messup of others more often than not.
Other fights punish the dps for messing up and greeding. Sometimes everybody gets damage down, too but vuln ups are less of an "issue" than damage down.
At least for anybody but the healers because you screw up and just get a vuln up? Eh, healer can take care of it.
Sometimes the vuln up doesn't even do anything (looking at you hades EX where it was easier to just eat one vuln up, you could even shield enough to not get it in the first place, on release), damage down is honestly better but woe is me
Mechanics in Savage still hit hard enough to pose a serious threat if not coordinated with the healers beforehand or if selfmit/ shield isn't on point. I've never saw anyone just eating the stack willy-nilly on balls on e6s, it was always "Are we playing uptime balls?" because there was an aoe right afterwards and unless you were near BiS, you absolutely needed mit to even survive the hit.
It took away some options for coordinated settings. In uncoordinated settings, people usually still just died if they just ate it so no real difference.
Eating several stacks and getting away with it while only punishing the healer is something that's true for casual content and I don't always agree with it there but I wish they would've left Savage alone and left the playerbase some freedom to come up with creative strats that reward coordination instead of enforcing the single solution to a mechanic they want players to use.
I share the exact same sentiment.I'm probably in the minority here but I don't like how SE slapped a Damage Down on everything to make sure everyone plays the mechanic the exact way they want them to and they will like it.
Mechanics in Savage still hit hard enough to pose a serious threat if not coordinated with the healers beforehand or if selfmit/ shield isn't on point. I've never saw anyone just eating the stack willy-nilly on balls on e6s, it was always "Are we playing uptime balls?" because there was an aoe right afterwards and unless you were near BiS, you absolutely needed mit to even survive the hit.
It took away some options for coordinated settings. In uncoordinated settings, people usually still just died if they just ate it so no real difference.
Eating several stacks and getting away with it while only punishing the healer is something that's true for casual content and I don't always agree with it there but I wish they would've left Savage alone and left the playerbase some freedom to come up with creative strats that reward coordination instead of enforcing the single solution to a mechanic they want players to use.
You know why I didn't completely hate E6S? Because as a tank you had so many opportunities to maximize your uptime in exchange for taking some extra damage, which also meant your had to properly plan your mitigation to compensate for it. It allowed for a creative use of your toolkit to deal with mechanics in ways that were maybe not intended but resulted in squeezing more dps out of your job and not put too much extra burden on the healer if executed correctly. Now everything just gives you a damage down and makes it completely impossible to get creative, you do the mechanic EXACTLY like SE wants you to or you get punished.
And since you can't use creative uptime strats anymore SE has compensated for it by just making hitboxes gigantic, it's almost a never ending cycle of bad design decisions followed by even worse design decisions that further reduce any kind of player skill expression.
Last edited by Absurdity; 09-17-2022 at 02:07 AM.




This is 100% the problem. OHKO does nothing but punish the healer for someone else's mess up. It's what has perpetuated the toxic "Healer, adjust" mentality.
And this is the solution. Didn't make enrage due to too many Damage downs? DPS need to play better.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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