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  1. #1
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90

    Spinning top bosses in EW Alliance raids

    Note : I play DRG this tier for reference.

    I know it’s a very minor thing to complain about, but I was curious to see if I was the only one thinking the following.

    In 6.1's Aglaia, I felt that bosses spun much more than in previous alliance raids and I think that trend continues on in Euphrosyne.

    I’m not even taking into account how tanks affect where bosses face. It’s the constant rigamarole of bosses flipping to teleport middle, flip to face north to cast their mechanic and then flip back to face the MT. It's simple to adjust to with lots of fight experience, but this happens so damn much that it gets annoying, especially when you compound tank placements and mechanics on top.

    I like and want positionals, but these two raids just make it seem like bosses have a third eye and deliberately dodge your positionals at times lol. There has to be a better way to design boss' behaviors.

    Bonus pic for kicks:
    (1)
    Last edited by Petite; 01-17-2023 at 06:57 AM.

  2. #2
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Petite View Post
    I like and want positionals, but these two raids just make it seem like bosses have a third eye and deliberately dodge your positionals at times lol.
    I haven't been in the new Alliance raid yet but are these mechanics happening faster than True North recharges? It's why the ability exists - so those who care about the extra damage gained from doing positionals correctly can continue to get that extra damage when the boss facing changes too rapidly for you to be in the correct position.
    (0)

  3. #3
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jojoya View Post
    I haven't been in the new Alliance raid yet but are these mechanics happening faster than True North recharges? It's why the ability exists - so those who care about the extra damage gained from doing positionals correctly can continue to get that extra damage when the boss facing changes too rapidly for you to be in the correct position.
    A lot of bosses spin way too much because they have directional mechanics, not only in raid sbut also in dungeons, playing a melee dps got so annoying.
    (2)

  4. #4
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    It is annoying, but with how low the boss hp is in new alliance raid, if they didn't make them spin or jump as much, they'd die before even 1 lb bar is filled, really weird design for this raid indeed.
    (0)

  5. #5
    Player
    Kaedys's Avatar
    Join Date
    Oct 2021
    Posts
    92
    Character
    Kaedys Kor
    World
    Exodus
    Main Class
    Red Mage Lv 99
    Even the extremes have this issue sometimes. Rubi faces east to cast his tear-the-sky-open thing, then seems to face somewhat randomly during the Ordeals (or is it always north? I can't keep track of compass directions during that phase), then back to the tank for the actual attacks. Barbie spins like a dreidel during like...60% of the bloody fight, tbh, not to mention roping you into specific and random positions around her and keeping you there for 20+ seconds at a time. I rather enjoy the challenge of hitting positionals, especially on jobs that have some flex in when they use them (specifically, Reaper and Samurai, the other 3 are pretty fixed about when they have to use their positionals during their rotation). But when I run into bosses that just seem bound and determined to make melee (and often casters as well) hate the fight and question their job choices, I just go play Machinist and turn off half my brain instead. When there's just no physical way for me to land positionals reliably on a boss, and that situation happens more often than every 45s, the fight designers need to go play a melee job for a bit and realize that they really need to be consciously designing fights with those positional windows in mind.

    And while we're on the topic of encounter design, STOP putting phase transitions, boss immunities, add phases, and boss-goes-untargetable at multiplies of 2m into the fight. You squished us all into this 2m meta mold, stop punishing us for trying to adhere to it. Especially since there's significant variance in alignment with it. As an example, using Wildfire during the add phase on Rubi is a waste, because nothing lives long enough for it to go off and the phase doesn't contribute to his enrage timer unless you're actually hitting his max energy in that phase (and I've literally only had one group do that). But as a Paladin, for example, I do NOT want to just sit on FoF and Req for 45s while we kill the adds, whilst mindlessly spamming the melee rotation. But if I use them on the adds, they're now pushed behind the cooldown window (typically by around 15s, depends on the group). Same with Inner Release on Warrior. Same with Chainsaw on Machinist, actually, so now I'm using one cooldown and holding another. And then Bards can't vary well just _pause_ their song rotation, nor can Summoners pause their summon sequence. Put your phase transitions between the :30 and :110s intervals please and thank you.
    (2)