Quote Originally Posted by Valkyrie_Lenneth View Post
GW2 did that, and had to add the trinity back for raids because bosses wouldn’t really be programmed to do anything crazy. And any hits had to be survivable by every class.
Let me say this, it is hard to compare how Blade and Soul bosses relate to FF14 in terms of mechanics but in talking strictly about the fight pace and mechanic speed (how fast they happen), they are somewhere around Ultimate+.
The "savage" counterpart is very fast-paced, requires precision in execution as well as class rotation (bosses have hard enrage if you can't DPS), knowledge(muscle memory), and fast reaction time. There are no telegraphs, there is no afking pushing 1 button. Move your feet or die. The combat is extremely punishing and some classes have a very high skill ceiling of entry and mastery but they are also extremely rewarding.


I really don't see how. You'd be left with only damage output as a metric beyond healing that would essentially vanish.
If we want something engaging we have to start introducing back a lot of different metrics and variables to the whole system, else it's gonna stay one dimensional.
Very easy in fact. By giving each class iframes and regen (similar to Bloodbath) inbuilt into some spells to alleviate some of the mistakes and damage taken. Make the combat fast-paced and punishing. I do doubt ff14 can support such a system with the current netcode and how everything works.