10/28/2018 11:16 PMPosted by AhonI feel sorry for the tanks, There job is to take damage all the time.
Coming from a tank (in both WoW and FFXIV)... they'll be just fine. Tanks need to learn how to avoid mechanics just like anyone else, and if anything, it's more critical due to the presence of various "tank buster" boss abilities.
... few things more embarrassing than getting one-shot by a tank buster, all just because you weren't paying attention to the AoEs and had a couple of Vulnerability stacks.
10/28/2018 11:27 PMPosted by SybianjoyNow don't go whining saying we aren't gonna contribute to the discussion or have a counter proposal, but what you're giving is so far off the deep end, any attempt to engage is an unequivocally undeniable bloody mf waste of time.
You know, a good counter-proposal would actually be VERY much appreciated at this point. I've gotten rather tired of the same-old complaints and meaningless drivel, presenting and analyzing ideas is MUCH more interesting.
10/28/2018 11:32 PMPosted by XauzekLag is a thing that exists, and aussie players would pretty much just not be able to raid ever.
This is part of where FFXIV's telegraphing of attacks is a big asset. Abilities tend to have suitably long enough cast times (not necessarily a cast bar), with the marker (or at least some other cue) up for most of it; lag is accounted for, or at least for the most part it is.
In any case, this could be accounted for.
10/29/2018 01:05 AMPosted by JagdtigerThis would be great because then things like tank cleave fights would be screwed up with tanks not wanting to stack because of the debuff since the cleave is avoidable.
Cleave attacks would be a fairly obvious exception, as such attacks generally wouldn't be able to discern between the primary target and the those caught in the cleave itself without specific functionality built in. To keep it simple for people, either an attack should apply a stack of the debuff if you get hit by or it wouldn't apply it ever because someone is going to be hit by it.
10/29/2018 01:37 AMPosted by KirvinWow it's like that's exactly how raid mechanics work right now or something. The devs have set what they believe to be appropriate consequences for being hit by them.
So your point is....?
It isn't any different, that is point.
It's just a different sort of consequence than what we see now, plain and simple; one which isn't immediately fatal like overwhelming damage, but where repeated errors WILL be fatal.
10/29/2018 01:53 AMPosted by MurdinaIn challenging progression content (heroic and mythic) people already pay attention to players who stand in bad stuff. Do it too much, you'll get replaced. I'm not sure what the point of this change would be.
To tell the truth, this is more directed at the LOWER end of the difficulty scale (as noted earlier, it's present in FFXIV "story mode" content); it's a way to give players the tools to teach themselves about how to do the mechanics... whether they like it or not.
Higher difficulties tend to have much tighter tuning as it is, so this can possibly seem excessive without adjusting the content to deal with the new mechanic.
10/29/2018 02:00 AMPosted by WariyaThen no pug will complete any dungeon/raid in this game.
You should see what PuGs regularly accomplish in FFXIV with this mechanic in place. And without any fancy tools, add-ons, and logs to decide who is a "good player" and who isn't.
10/29/2018 04:07 AMPosted by TyriellaisSomeone messes up, and your solution is to make the game more difficult for them? And keep doing this? The player who couldn't fight and avoid stuff now has to focus more time and attention to avoid stuff, making them less able to fight. And they'll probably miss again, and the debuff will stack, and stack. Until they die. You've created a death spiral mechanic which will render the game unplayable and punish the entire group for a single mistake.
It's called an "Unstable Equilibrium", where poor play is punished and good play is rewarded. While it can be rather rough while learning, it shows clear growth in player ability without any other outside measure being a factor.
It can also argue that it works best in the absence of an Enrage Timer, just so people aren't punished TOO much for focusing on survival rather than throughput.
That being said, it's REALLY good at breaking two common bad habits present in WoW:
- DPS having tunnel vision and ignoring mechanics.
- People overgearing content and using that to ignore mechanics.
In other words... it forces people to pay attention, plain and simple.
... and I wonder if people have figured out that I'd rather have WoW focus on these sort of mechanics (avoiding attacks and doing them properly) rather than the constant push for increased throughput?
There's a damned good reason I keep using the Mage Tower as the reference in WoW rather than raid content.
10/29/2018 04:10 AMPosted by DùbbsI think you should take a look at the general course and direction of the game over the past decade. This would completely change that course.
Indeed it would... and it would seem this game is primed for SOME sort of change right now.
That being said, the idea being accepted "less than cordially" as mentioned in the first post has turned out to be quite true... which means the measures to implement this sort of gameplay would have to be slow-walked into the game rather than just dumped on everyone. Ease them into it, as it were.