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  1. #11
    Player
    Evergrey's Avatar
    Join Date
    Dec 2014
    Location
    Limsa Lominsa
    Posts
    2,021
    Character
    Rexipher Evergrey
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by OdinelStarrei View Post
    This is honestly why something like Barbariccia EX were so well liked, it's probably the most unanimously praised fight in EW, an opinion I share. Rather than relying on debuff overload, or a really precise positioning for every member of the team, Barb was fast, there was always something happening or to plan for, damage was frequent, and one player making a mistake usually did not cascade into an immediate unrecoverable situation. But the underlying mechanics were straightforward to understand, there was no need for a twenty page toolbox or a 15 minute YT video. The fight builds upon itself, and I even think tanks have a solid time in there. There's a lot of good there. I think every role got their time to shine in that fight somehow.

    But I will highlight that it's not "too many" people failing a mechanic leading to a wipe. It's one person doing something major, or sometimes minor incorrectly, and the result is the entire party exploding instantly. It's okay to have those things in fights. But when it's every fight, I feel that it starts breaking the trinity somewhat, outside of the more common issues detailed in this thread, because you didn't wipe because "the tank didn't get aggro" or "the dps check was failed" or "the healers were out of MP", you failed because Player 5 was out of position on mechanic sequence 4, or Player 2 didn't read their partner's debuff correctly and did 999999 damage to the group.

    I feel that it promotes really frustrating and darwinistic perspectives for progressing through content.
    Mm.. a lot of the higher tier fights (I've only done savage pandemonium 1-5 so can't speak for all) really required the group as a whole to know what to do and where to stand, or else it can really crumble fast.
    Which is counteractive when I think that a Healers toolkit is designed around a fight where accidents happen.
    But since every fight is static with its rotations and mechanics are more or less all marked out, accidents are less likely to happen.
    Unless ofc new to a fight and learning said boss patterns.


    Edit:

    The simplest solution I can think of would be to make that a boss's auto attacks at least would hit for harder.
    And that is the bare minimum to give healers something to heal up during a boss fight.
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    Last edited by Evergrey; 06-16-2024 at 06:05 PM.