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Originally Posted by Ripchord
Well if you take anything at all away from that fight...it's one of the first mobs that absolutely requires curing our own Pots (as opposed to the mobs you've already killed)
So if you take anything away from thet that you use on almost every future mob that you have not killed (maestro, byzola, trak, and pretty much every TSO mob) it's carrying pots and curing them off yourself fast. So for those that are failin on that in your fight, that's one thing y'all gotta get straight for all future progression...
Not that I'm not tellin ya anything you don't already know...just yeah...it's like that from here on out...
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Quote:
Originally Posted by Hypha
Yea all of our raiders have cure pots on them, all 4 types for each raid...but thanks
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Nah, it's more of a complaint than advice actually lol...here are some complaints that you can find on a lot of forums
1) Whack-a-mole healing.
Particularly with this TSO progression, they've made curing for healers so 'blatantly' important that it basically turns healing into a mini game of targeting someone and curing them, and that's how half your fight is spent...using single target and group cures. SOOOO fun and challenging.
2) One fails, all fail.
They really liked their little one-fail all-fail thing from trakanon and byzola, implemented on and during RoK expansion. Can be pretty annoying if even one person in the raid is lagging, or as a phone ring during combat at the wrong turn...basically turns every mob from "on the average, your guild is strong" to "you are only as strong as your weakest link.
Now, in theory there is nothing wrong with that...and the one-thing goes wrong = mob kills you thing can be fun, and you have to get a whole raid force on board with it. But hey, not everyone raiding is on a high performance machine...and not only that, they've overdone it so WAY too many mobs use it...honestly, after a while it seems tired and old, as though sony just gave up trying to make fights original anymore...
3) Power wipe party
Sony dev - "HEY alrighty, we finally got everyone using four enchanters in raids by increasing their dps output over time! Now that we did that, let's have mobs that power wipe every 2 seconds! And let's do it with every mob!" Seriously? That's their answer to making mobs harder?
Theoretically I'm starting to disagree with their overall "ingenius" designs, taking easy ways out to make mobs challenging and new, to the point where overall, where REALLY, all they are doing is biasing the class setups that make the raids overall easier.
And now, with added tank switches, and whack-a-mole curing, if you want to make it easy, they pigeonhole you into at least two (three if you want it easy) plate tanks...in palace they pigeonhole you into one brawler (which is fine they have sweet raid buffs anyways)
4) Class pigeonholing
But overall at the end of the day, for developers that originally created 24 classes for 24 raid spots...the bottom line becomes 4 enchanters, 4 bards, and probably 1 extra than the intended 6 healers, maybe 7 or 8 healers. And since a lot of the content is easier with 3 plate tanks as well? Well guess who is on the outs. pure DPS classes, which is what a majority of people find fun to play...there are 8 of those classes that are technically classified as pure dps (4 scouts, 4 mages), and not that they don't have utility, but 2 mages are giving up spots to enchanters who have way MORE utility...and 2 scouts to bards with way more utility...
Too many times you find your raid only has room for four dps classes, and when there are 24 classes total, hey, the system is flawed. Perhaps the best guilds in the game can get around this and bring more dps, or maybe they downed the mobs first for more power proc gear (zarrak's belt and kultaks neck for healers for example) making it so yeah, you can get away with less utility and more dps...
but for the MAJORITY of guilds out there, yeah you are pigeonholed into what classes you can get away with bringing...
They tried to revisit how tanks work...and as everyone knows that would have simply turned tanks into pure taunt classes and boring as all hell to play...what they REALLY need to revisit is spreading utility around a little better, and making their mobs more challenging without feeling so damn gimmicky, whack a mole joust bullshit....
Conclusion
Now before some of y'all say "hey you're just bitter cuz your guild can't get past it..." not true at all...the raiding is always fun to an extent, and no matter what mob a guy works on and when, it's still fun...I just think it could be MORE fun, for MORE classes...
I guess in february they're thinking of making it so bards can buff 2 groups at once...solving issues in blue servers where they are taking like 3 dirges and 3 troubs...now at least can be back to just 2 and 2...
I say this...stop gimmicking the mobs to pigeonhole classes, so you don't have to shun dps into "you should create a dirge or an illy" and continue to increase tank utility and START increasing dps utility....Game would be more fun if more classes were in each and every raid, to me...
I dunno, if you read all that, what do think? On what points do you agree, on what do you think I'm cat-shit up a tree? Just opening it up for discussion...