Which is bizarre, because occasionally they have a flash of design where they do 'small damage amounts, but very fast' like Barb EX, but so often they seem to end up just falling back to the tried-and-tested (and thoroughly worn out at this point) design of 'raidwide damage hits you for 115% of your Max HP (forcing you to use multiple mitigations to barely survive it), then nothing really happens for another 30s'. Like, look at M4S, after the second big raidwide (the Wrath of Zeus after the Witch Hunt stomps), which happens at 1:40ish into the fight, you have until 2:15 before the spread/stack damage of 'stand in the safe corner for Electrope Edge' hits you. That's 35s of the boss doing nothing but autoattacks vs the MainTank, and channelling random castbars which don't do damage, instead only setting up aspects of the mechanic (eg Electrope Edge summons the cubes in the corners, Witchgleam is the lines toward the cubes that we can simply avoid standing in, etc), but during this time even the MT isn't taking damage because the boss is busy casting.
They should consider having bosses have an invisible add that handles doing the autoattacks, such that when the boss starts a castbar it doesn't stop autoattacking the MT for 5 seconds at a time. I remember P3S had such a thing, where whoever was 2nd on threat would get autoattacked by the little black orb thingys while #1 on threat would get attacked by the main boss, so it'd be something similar to that



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