Quote Originally Posted by Post View Post
I find myself unimpressed by the savage fights on the whole after doing normal.

2 and 3 especially felt like there was a lot more dynamic movement that couldn't be planned in normal to maintain uptime, while savage m2 only retains alarm pheromones 1 and none of the random ground targeted actions, and m3 has almost no chasing the boss for uptime, no bomb layout differences and no baited ground AoEs.

I also find myself cynically thinking this is because they thought players wouldn't be able to deal with these more random mechanics without raising a big stink about it as we already see from alarm pheromone complaints. There seems to be a mentality among players that we should all be able to always maintain perfect uptime and not have to measure any opportunity costs to do so, and the devs kept designing fights in this way because it can feel bad for players otherwise, like they've been cheated or something.

It's going to take time for players to change on this because we're so used to living in our perfectly mapped encounter timelines to the point that job design has followed suit with things like 0 damage gap closers, gap closer charge accumulation, no-cost sprint, free healing almost everywhere and almost 100% effective knockback immunity.

But at least, this tier, boss hitboxes are mostly smaller, the final fight isn't absolutely riddled with 'puzzle' mechanics that are only fun to solve but not to play, and alarm pheromones at least exists in Savage. M2s and M4s pace is a little bit faster than what we often have so we're not just whacking a boss doing nothing for 50+ seconds (thanks, Brute Bomber). We're on a more fun trajectory, I think. I just hope they don't stop here because it's not quite enough as it is.
Because that's how the game at higher level is designed to be all about rehearsing a DDR script.
Because that's why they keep removing procs and rng on jobs all the time to get closer and closer to an unchanging, unvariable script you have to do again and again and again when progging. And then when weekly reclearing.
Because they'd rather have each encounter fully mapped on an excel sheet for optimization, even if you could technically just run an elaborate macro that would just do the rotation for you (it's already been done on SMN and DRG back in Apshodelos).
Because the player skills that are put under the spotlight those days are exclusively about muscle memory and pattern memorization, and not adjustment, agency and choice on the spot.

And let's be honest, if they made everything truly random (not just the role agnostic mechanics of recent ultimates, that are already run with bots and third party everywhere because that's like playing speed chess against a grandmaster), they'd need to tone down the fight complexity immensely much the same way it used to be less complicated back when job kits and the battle system overall had more meat to it and was more demanding. Today everything is fueled into encounters, so the rest has to accommodate for this as a result. I'm not a WoW player but from what I've seen even mythic mechanics are a lot less intricate and impressive mechanically and their class rotations are basic in comparison (but have/had a lot of rng/apm), but they'll mess you up hard because everything is randomized to the bone.