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Xaearth

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  1. Unless, you design encounters to be the slightest bit threatening to groups, so people, you know, actually have to be worried about dying? How do people fail to understand the very concept of an Enrage timer is balanced around group members not dying? You can't consistently blow up group members and expect your playerbase to be able to beat a calculation of damage over time tuned for the max group size. It just doesn't work. Who gives a **** about whether or not the healers have unlimited resources if you put them in situations where they will lose someone? The reason you need enrage timers for endgame content is because it is designed specifically so survival is trivial so long as players aren't morons and everyone is properly geared. The whole concept of removing an enrage timer is to be able to consistently design encounters so as to remove players from their comfort zone. Enrage timers do not do this, and, more importantly, do not allow this. Instead, it provides a binary mechanic tuned specifically to tell your group "You're doing it wrong." It isn't meant to challenge players. It is meant to say that your group is either undergeared, approaching the encounter wrong, or just plain making too many stupid mistakes. There is no "environment that forces players to stay on top of their game and pushes them to push themselves" when it comes to enrage timers. You're either par, or below par. You're either meeting the developers expectations for the encounter, or you aren't. There is no means to excel. There is no means to pull it through in the clutch (beyond fighting through the rage for groups just under par). It's do or do not, there is no try. Let me make this clear so those of you deluded enough to think Enrage timers are a challenge might start getting the picture: Beating the enrage doesn't make you good, it makes you AVERAGE in the expectations of the developers. Regardless whether or not the average MMO player meets the developers' expectations of an average player does not change the fact that enrage timers are not tuned for the best of the best of the best. They're designed for the average player. Signed, He-who-likes-to-raid-nekkid (no gear)
  2. That would depend entirely on how much effort you're willing to put into gearing and micro managing Khem (mez breaking = bad, and for the really hard pulls you're going to need to bounce aggro a bit). That said, again, as long as you're using CC effectively, you should be fine for the most part. Granted you've got to be a bit less squeamish about using Force Cloak to regen when you need to - which should be before you tap the Mind Trapped elite you left sitting by its lonesome if you do it right. That said droids are the bane of our existence.
  3. I'm just going to answer roughly the first half of your reply quick and painless: (Note: No offense to anyone who thinks this may or may not be referring to you. Remember, it isn't just one person in a group...) My analysis assumed a semblance of competence on behalf of the player. Trying to balance content for people who cannot grasp simple, well written and/or demonstrated instructions is an exercise in futility. "Monkey see, monkey do" - we're talking elementary school level intelligence here, if not preschool. Ability rotations/priorities are not that complex. The biggest problem most people that show any interest in knowing their class have is they can't recognize their procs, which, if not an issue of concentration/perception, is most certainly an issue some simple UI improvements would take care of. Even if fights/pulls can go slightly different depending on who you're playing with, it doesn't change how you're going to address each individual fight. There are things you move away from, there are things you interrupt, and everything else is by the procs/cooldowns. You're describing two very different things. By "RNG", I was referring to periodic spikes in activity that come in pseudo-random intervals. That can be damage spikes, new add spawns, what have you - so long as it's a mechanic of the encounter. These are tuned to keep people awake without significantly threatening the group's success. You're actually agreeing with me on that point: "I've always found that there were truly very few wipes we as a guild have suffered to RNG." As for the second behavior you're describing: "certain members of the raid being targeted by 2ndary or AoE abilities, or even who healers decide to heal first...it's always a different version of the fight." That has nothing to do with dynamic gameplay or adapting or skill... Simply put, your group did something that fell outside the equation. You didn't do what you should have. A mistake was made. That's why there is a margin of error included in the tuning of the enrage timers to allow for human imperfections. In the simplest form, your group deviated from the intended way to approach the encounter, either by responding to the RNG incorrectly, failing to put up the threat or heal numbers the devs expected, or not following the simple rules of avoiding the AoE and interrupting the worst abilities. It isn't a case of wiping and changing your play to do things better, it's a case of changing your play to do things right. Again, two separate flawed assumptions here. First off, that's not quite my argument. My argument is: "If Player A has gear equal or greater than expected for the encounter and the basic competence to put it to use (as above, using an optimal rotation is a rather simple conditional function any computer can "learn", not a skill), he will, in all situations, outperform Player B who has lesser gear than Player A, regardless of skill." It doesn't matter how well A understands his class. All he needs to know is which button to push when and have the gear to back it up. Hell, if Player A went and printed out the buff icons for each of his procs and taped them above the key on his keyboard that corresponds to the ability he wants to use, he's pretty much golden. All he'd need is the healers to shout over Vent when he needs to move. (A bit of an exaggeration, but I'm hoping you get the point.) Secondly, these fights could be completely robotic. That is could in the "has the potential to become" sense. The abilities don't change, the abilities the boss uses don't change, the only dynamic part that remains, as I've stated, is the RNG and the actions of your group. The RNG dictates more than just damage spikes. It affects boss AI as well. Combine the pseudo-random attack patterns with pseudo-random damage spikes and you end up with, as I also stated in my earlier post, dynamic elements. Remember, I also stated these dynamic elements are "carefully tuned to provide peaks of activity (as a gameplay element to elicit some form of intelligent/reactive response) that average out over time"... *cough*bot-busting*cough* In other words, these elements are specifically designed so as not to bring any role out of its comfort zone or "by the book" rotation/priority, but rather falls carefully within it. It may involve some of those special exceptions that you need to look out for (interrupts, moving out of AoE), but that's a part of the encounter's design in the first place. Saying these minor random variances are a test of skill is like saying Spiky Goombas are meant to be a threat to Mario, when in reality they're just there to say "Hey, wake up you! Goomba != jump for all cases of Goomba!" You're missing the point. There are no "ways to improve the damage they have done previously on the fight" if they're doing things right. If you can improve your damage outside of gear, you're doing it wrong. Ok, so that's a slight exaggeration, as humans are imperfect. But that doesn't change the fact that the only thing you can do to improve your damage that isn't a direct indication as to a flaw in the way you're doing things is... well... improving your uptime on the boss. And I mean that in the most limited way. Not improving managing your cooldowns, as that implies something else is going wrong. Not improving your healing capabilities, as that implies something else is going wrong. Basically I mean reducing the amount of time you're off the boss because of AoE/CC/Knockbacks. So... I literally, and I do mean literally, mean walking over to the boss on melee classes that don't have charge. That really isn't a hell of a lot of leeway in the form of skill. Everything else (at least that I can think of at the moment) is simply plugging in the numbers the way the devs intended you to. If you can beat the encounter even if everything doesn't go perfectly, it's because one of two things are true: 1) Your group's shortfalls/mistakes were within the margin of error calculated into the enrage timer 2) Your group's gear exceeded the expectations of the developers enough to make up for the difference between the margin of error and your shortfalls/mistakes These aren't opinions. They're facts based on the assumption that the enrage timer is actually meant to do something. If either of those facts are found to be false, then this argument is pointless anyways because, in proving either of those facts to be false, you prove that the enrage timer is an arbitrary clock. You are not adapting to be better. You are adapting to be right enough. Look, we clearly all agree that the Enrage timer isn't some random number some code-***** pulled out of their rear end. It's a carefully tuned measurement of the expected damage of the expected average player group composed of expected roles with the expected gear using the expected abilities in the expected way, all as a unit of time. That, or it's utter **** and has no business being in an encounter. Failing to beat the enrage is not a failure of skill. It is a failure to meet one or more of those expected criteria the developers use to tune the enrage. With no enrage, the limitations on the players are lessened, yes. But players would still be limited by the difficulty of the encounter itself - an encounter that is no longer bogged down by numbers. You have to understand the simple fact: Enrage timers are built around a specific set of criteria that combine the expectations of the development team with the reality of the existing mechanics of the encounter. That doesn't mean the reality of the existing mechanics of the encounter aren't adjusted to fit the feasibility of the enrage timer. I know, that sounds like backwards logic, but think of it this way: If it was expected for players to die in an encounter, the enrage timer has to take that into consideration, calculating the damage over time needed with less players over the average period of time that a player is expected to be lost. In other words, if players are expected not to die in an encounter, then the DPS done to the players is adjusted down to fit the expected gear used in the calculation of the enrage timer so as not to kill off players that are performing as expected. OTOH, If players are expected to die in an encounter, the enrage timer must then balanced for less people than the group size allows, inflating gear above the expected value even moreso in the calculation (better gear = lessened expectation of death = far greater DPS than expected). No, they don't all serve the same purpose. Enrage is a flat gear + mental competency check, nothing more, nothing less. You can't even argue that tanks and healers are being tested in the current system, because, as I explained above, the damage the bosses do is tuned in such a way as to prevent death when your group is using their abilities as expected while wearing gear equal to or greater than expected. Otherwise, the enrage has to be tuned in such a way that death is expected, invalidating the whole purpose of tuning enrage to a group size in the first place. (Wow... that was a long post... And I'm starting to run out of tl;dr's here )
  4. The only problems I've experienced leveling (PvE) as a pure Deception build are a handful of Class Story bosses that were clearly not tuned well for the lack of good range or AoE options. Even then, they're more than doable with some creative companion usage (most commonly bouncing aggro between yourself and your companion to keep them from biting the dust in AoE they refuse to move out of). I'd also like to add that I find the use of a healer as a Deception assassin unnecessary. Khem Val (your initial companion) is more than capable of tanking long enough for you to burst down most enemies, especially if you make good use of your CC/interrupts. Add on top that Deception Assassins work best when they can reliably use their maul proc and a healer is just not worth the benefits over a tank.
  5. Why? Why do you need a healer? Why do you need a tank? The long answer is you don't. The short answer is Enrage. Simply put, if your group puts the actual skill in to avoid damage (kiting, bouncing aggro, using defensive cooldowns, and - where possible - LoS) you theoretically don't need a tank or a healer. I'd love to provide factual evidence of this relevant to SW:TOR, but, unfortunately, such tactics would stand little chance of ever doing enough damage to beat an enrage timer, so getting any number of skilled players willing to run around like a bunch of drunkards with all risk and no reward is hardly feasible. You missed my point. If a player is suddenly and quite unexpectedly removed from a fight, the other players have to adapt. Hell, if a player is in any encounter where the boss doesn't just sit there and poke the tank, the players have to adapt. The problem with traditional encounters that are tank resistant is the simple fact that you only have to adapt until you learn the encounter, then it's again "by the book". It isn't about having a completely new and random possibility every time you experience the content, it's about keeping players from settling into a routine by the 3rd time they do the content. But that doesn't stop the devs from being a bit creative... (more below) You're assuming the reason people don't die currently is because of "skill"... You missed the implication in my post that encounters are purposely tuned (beyond the initial trial and error period) so as to avoid threatening the players with death for anything other than enrage, being severely undergeared, a cluster**** or a DC. Give the boss less reliable aggro? Chances are somebody's gonna end up dead. Give the boss hard hitting abilities with 2-5 sec cast time that require multiple interrupts? Chances are somebody's gonna end up dead. Spawn a hefty group of adds that constantly respawn when killed and are immune to mez? Chances are somebody's gonna end up dead. Spawn adds as above but give them a lifesteal (unaffected by armor) that does damage and heals the boss based on the percent of max health of the target, so trying to tank them is going to hurt? Chances are somebody's gonna end up dead. And heck, not all of those >have< to kill people regularly. But if players aren't thinking outside the box when they play, yeah, they'd get utterly destroyed by such mechanics.
  6. (For the purpose of this post, by "skill" I refer to the potential of the person at the keyboard and by "ability" I refer to the things you bind to your hotkeys to do stoof. ) You seem to be mistaking class knowledge for skill. Skill is the dynamic application of class knowledge, not the static regurgitation of it. Abilities, at their core, are numbers. They are affected by gear, stats, buffs/debuffs, RNG, talents... but it's all still numbers. No amount of skill on the player's behalf is going to change the results those numbers dictate. Stacking the right stats to increase those numbers helps, yes. But that's just class knowledge, not skill. Any new person can read up on these numbers (ok we don't have a combat log/meter so we technically don't have accurate data on the numbers, but you get the idea) and their abilities will be doing the same numbers as someone who has been pressing those buttons for months. Now, because those abilities have a set value to them, you are, of course, going to prioritize them in such a way to get the most use out of the abilities with the biggest value. Again, this is class knowledge that anybody can read up on and utilize. I think you see where I'm going with this... Rotation/Priority lists aren't skill, they're regurgitation of factual data points on a conditional (if/then/elseif) basis. In other words, computers can do it. In some games computers DO do it. In order for player skill to be involved with ability usage, it must occur in and interact with a dynamic environment. Scripted encounters are not dynamic environments. They may have dynamic elements (RNG), yes, but those are carefully tuned to provide peaks of activity (as a gameplay element to elicit some form of intelligent/reactive response) that average out over time. In other words, scripted content allows players to just "play it by the book" instead of adapting as they go along. It's a pitfall of the gaming industry, as dynamic content is simply much more difficult to develop in a timely fashion. What developers can do, however, is specifically design their scripted encounters to thrust the player into a dynamic situation - while the encounter remains scripted and the dynamic elements of said encounter remain tuned, force the players to have to "think on their feet". The enrage mechanic prohibits such design. The number of possible variances for a dynamic situation in an encounter would have to be great enough that players would find it inefficient to just keep trying until they get one of the possibilities they are most comfortable with, and such a number of possibilities could not be tuned into the calculations for an enrage timer. To clarify, players need to be threatened. Using an equation of damage as a function of time to both threaten players and be the pass/fail check for an encounter does not work - you're balancing the equations against each other at best (leaving one redundant), and they're fighting each other at worst. In order for players to be adequately threatened without completely unbalancing the encounter, deaths can't be considered "de facto" failure for an encounter. When players start going down you have to adapt. With enrage, threatening the players (deaths) double-dips into the failure pool. Losing a player obviously is going to ramp up the difficulty of the encounter, but it also affects the equation for the enrage timer (less players need to do more damage to meet the same DPS). Attempting to complete a 4-person HM FP encounter with 3 people should always be preferred over accepting the wipe, otherwise you encourage players to reset the encounter at the first sign of failure rather than challenging themselves to push their skills to the limit. In Summary/Conclusion: Why is it when someone complains about something being too difficult or not going properly that someone invariably chimes in with "L2P"? Because, assuming the developers are somewhat competent in their balancing, that is exactly what is required in the current trend of enrage content. Encounters with an enrage mechanic are tuned by the numbers. If you're failing them, you aren't meeting the numbers. You don't need to improve your skill as a player, you literally have to just learn to work the numbers properly. That's not skill. There's no adapting, there's no critical thinking or even innate player aptitude involved, that's a freaking open book multiple choice test. TL;DR: The enrage timer is the culprit for the mentality that "If group members are dying, you're failing." If group members aren't dying, players aren't being forced to constantly adapt to changing circumstances. If players aren't adapting, there is no skill involved. It's just competent people (read: don't stand in fire) plugging in numbers. Note: I used player deaths as my example of dynamic situations in an encounter, but there are other possibilities as well. Removing a player (either by death or mechanic) just happens to be the easiest one.
  7. Because gear changes over time... otherwise people tend to give up on the progression aspect of the MMO. But when you base an encounter's success or failure purely on a mathematical equation of time, no amount of skill is going to change the outcome of that equation. Does learning the encounter help? Yes. But the most skilled player will still be outperformed by any player in better gear, successfully being told when to move out of AoE, so long as he is capable of following the cheat sheet taped to his monitor that reminds him which buttons to press when. It's just a fact built into the combat systems. Combat is numbers, and numbers are static. So long as the mechanic of pass/fail for an encounter is inherently tied only to the combat numbers as a function of time, skill is meaningless past the point of competency. Only by allowing the players to actively interact with the encounter in some way outside the numbers can any real skill come into play. Otherwise the numbers (optimal gear and ability usage) will trump skill every time.
  8. So... good DPS is now defined as, what, Lethality Snipers and Annihilation Marauders (along with their mirrors)? Because, for most DPS classes, when you aren't attacking something, you aren't doing DPS at all much less "optimal" dps... If it was just about having hard/challenging content, shouldn't just doing the content with sub-50 greens, no consumables, and a butt-nekkid tank whether you beat the enrage or not be what's challenging? See BioWare? I fixed your easy endgame content for you. Just tell your players to go into HM/Nightmare FPs nekkid! Oh right, cuz it isn't really fun if you have no chance of success (barring exploits) based on skill and strategy because pre-defined number crunching spits out a binary fail masquerading as "game mechanics". Edit: (And Loendar demonstrated this a bit more eloquently and much less sarcastically as I was writing this post. You must be a teacher or something to have that much patience. ) New worlds open up when you let your players place the burden of the challenge on themselves. Lay the framework, don't stick us in a maze and put a half-life on the cheese.
  9. If there's any oversight, it would be the fact that it gives an error message instead of playing the animation, triggering a GCD, and dealing 0 damage. The tooltip specifically states that you kick the target, dealing x range of damage to weak/standard and y range of damage to strong. So for any other enemy, the ability is just for kicks.
  10. This entire post can be summed up in a single sentence: Boss encounters should be balanced with a calculator in mind, not player skill. Random occurrences of any kind, be they a simple mistake in cooldown usage or a slip of a fat-fingered healer should not automatically, by way of mechanics, dictate the fail of a group activity. Say you've got 2 good players, 1 average player, and 1 great player. The average player healer (or tank) messes up and the tank bites it. Let's say for the sake of the argument that the healer isn't already hurting for resources (in other words it was a skill use/timing issue that caused the death of the tank, not resources or pressure) and is able to get the tank back up while the 2 dps (good and great) bounce aggro or kite. That's pretty much your best case scenario anyways. How long did it take to get the tank back up and in the fight? Let's say 2-3 GCDs - 1 for the rez, and 1-2 to get the tank back in fighting shape. Best case scenario, we're looking at 2-3 GCDs of DPS lost (not including what the tank would have been doing while tanking) and that's only if the DPS are bouncing aggro with defensive cooldowns, as well as assuming the DPS don't need any attention from the healer before the tank stops looking pale. Worst case scenario (CC/kite) you're looking at around 4-6 GCDs of DPS lost (again not including the tank's damage). Sure, it doesn't look like much, but that's 4-6 GCDs of damage lost through absolutely no fault of the DPS. That's 4-6 GCDs closer to enrage. That's 4-6 GCDs closer to the DPS failing to do their "JOB". "But but the devs can tune the enrage to account for a small margin of error!" Yeah yeah... and tuning is fine and dandy for low tier encounters. But, when you handicap your design with enrage timers, the higher you go in content and progression, the tighter you have to keep making those timers. The tighter those timers become, the less margin of error the DPS have in their optimal rotation/priority. The less margin of error the DPS has in their optimal rotation/priority, their ability to contribute to the group beyond DPS becomes infinitely closer to 0. Pigeonholing != fun. The more options (read: utility) each role has to support group success, the less monotonous encounters become for those in that role. Enrage timers anywhere are a threat to the utility of DPS classes everywhere. TL;DR: Why oh why do endgame encounters have to be done with a stick up your rear end? Let's loosen up, have fun, punt mobs for ***** and giggles. It's a game, lighten up. If people want to goof around and have the skill to get ir done without constraining themselves to the optimal mold, why handicap them with an artificial time limit? Hell, if me and 3 buddies want to run a HM FP with 4 DPS for the lolz, why should we be penalized just cuz we take turns running around yelling over VOIP "I AM ON FIYAAAAAAAAAA" rather than doing constant damage to the boss?
  11. And your perspective is heavily biased. This thread isn't about "OMG this enrage is tuned wrong!", it's about Enrage being a piss-poor way of "challenging" DPS. The circumstances are simple: ANY mistake in ANY encounter (FP or Raid) can be rectified to prevent a wipe if the players attempting to overcome said mistake are adequately skilled and geared. However, it's generally a lost cause because, in so doing, you fail to the enrage timer. That is to say that DPS going out of their way to support the group beyond big numbers and the occasional CC/interrupt are doing their group more harm than good. How do DPS shine in endgames built around enrage? They sure as hell don't do it by keeping a level head and turning things around with strategic, skilled play when **** hits the fan. Because even if they could, they would soon get blamed for the group's failure for not beating the enrage clock. This does not make for healthy social, group-oriented play. This does not allow for fun and challenging emergent gameplay. This does not let each individual group of players play the way they want to play. This does not allow for strategic play - you do what the devs want you to do or you fail (or it ends up getting patched to ensure you're only doing what the devs want you to do). This does not promote any playstyle other than "wipe till you get it right". People keep saying this is necessary otherwise DPS are pointless... Who gives a ****? If a bunch of scrubs want to spend 5 hours in a single boss encounter doing nothing but healing and tanking, good for them. The rest of us will still be finishing content the most efficient way and still end up gearing up far quicker. And heck, we might actually have some fun doing something other than playing George Jetson pushing the right buttons for our optimal deeps.
  12. And it doesn't feel wrong to ignore the utility available to a DPS class at best, and even punish it at worst? My biggest problem with enrage is the fact that it pigeonholes DPS into focusing on the big numbers first and foremost. Tanks focus on tanking, yes, but that's not all they do. Healers focus on healing, yes, but that's not all they do. Tanks and healers prioritize the success of the group before their roles. Sure, in most cases that just means doing that specific role, because managing aggro (tanking) and keeping group members healthy (healing) go a long way towards the success of the group. But DPS aren't there to help the group succeed, the DPS are there to put up enough numbers to satisfy whatever equation the devs plugged in to beat the enrage clock. Now, I know you're thinking "Isn't that what's necessary to make the encounter successful?" The key difference here is what happens when something goes wrong (no matter whose fault it is). Good tanks will try to prevent the wipe. Good healers will try to prevent the wipe. Average DPS will try to prevent the wipe. Good DPS will realize the mechanics they have at their disposal to try and prevent the wipe (CC, kiteing, off-tanking w/ cooldowns) will drop the group's DPS even more so than the loss of whoever has already bit the dust, so unless the boss is nearly dead, why bother? Just keep yourself from putting even more pressure on the healers and keep plugging the damage as you can, hoping who ever is left out of those that would try and prevent the wipe can pull it off well enough to let your damage keep flowing. Any encounter designed in such a way as to discourage players from prioritizing the support of their fellow players over the performance of their role is, in my (and many others) opinion, a poorly designed encounter.
  13. Tumult loses its appeal as you go up the levels, but, for Assassins at least, it's our best opener until we get Spike. ... At least for every mob that isn't worth bothering the micro on companions or hasslng with groupmates breaking your Mind Trap (stealth mez). Fortunately that description fairly accurately describes the only targets that Tumult can be used on anyways. TL;DR: Assassin + Mind Trap -> Tumult = For all values of Assassin < 42
  14. You must gather your party before venturing forth. Err... I mean what ^ said. I think the quest log limit is 25. If you go over that, you can't accept any more until you complete/abandon some and it gives you that message just vague enough to make you confused the first time you encounter it.
  15. Irony. If we had combat logs/meters/parsers, it would be trivial to write computer scripts that "know(ing) how to maximize your attacks". But that's for another thread...
  16. ITT: If enrage happens, your DPS fails. The biggest problem with enrage is the fact that it is built around the assumption that those in the role of DPS should only concern themselves with doing damage. That means DPS have two jobs: 1) Avoid unnecessary damage (read: Don't die.) 2) Do optimal damage As a DPS you do par for the course. Try striving to be anything more than average, doing more than what you're pidgeonholed into and you inevitably allow the blame to shift from the tanks/healers to yourself. Whether you try to pick up some slack by off-tanking/kiteing or break off to support the healers, you're only gimping the DPS and bringing that enrage closer and closer. So instead of trying to achieve success for your group, look out for number one and ridicule the tanks/healers when they screw up, regardless of whether or not you could have prevented a wipe. They won't hesitate to do the same to you when enrage rolls around, even if you do cover for their mistakes earlier in the encounter. TL;DR: It boggles my mind that people actually enjoy a mechanic that essentially tells a good portion of any raid group not to give a rat's *** about the rest of the group and to focus on nothing but their own toon (positioning) and doing big numbers, because that's all you're in the raid for.
  17. Just some food for thought here... Don't all the dps classes have buttons that don't do dps? You know, fancy things that help the group in other ways? Tanks and healers get to weave in their fancy buttons between their roles, why not the dps? Just you wait... might not be happening yet, but once those enrages start getting tighter... "YOU ******* MORON MARAUDER - Why the **** you use predation? WE DON'T NEED NO ************* MOVE SPEED! WE NEED MOAR DEEPS! WE FAIL BECAUSE U NO SPAM BERSERK!"
  18. As a dps, I don't feel like I should have any real responsibility in raids. That sort of thing should be left exclusively to the tank/s and healers. It's not even really creative mechanics, but also hard interrupts, waves of adds spawning that you'd have to kite/cc along with fighting the main boss, or even any mechanic where a mob does anything the least bit threatening outside of AoE the healers keep yelling at me to get out of or his countdown to his "I-keel-you" buff. Please rethink the need for these types of mechanics. As a dps, should I really be required to do anything other than mindlessly mash my optimal damage rotation/priority? I can just ignore contributing anything to the group outside of "moar deeps" and it should be good enough as long as the party/ops leader checks my gear before we start and the healers remember to yell at me to get out of the fire. If a fight is going to be tuned hard enough that I actually have to think outside of A leads to B if C procs and if not go to D until A is off cooldown, we should at least have some visual clue like flashy rainbow colored text or some special UI meter that tells us what we should be doing to contribute to the group. Having to figure out how to contribute to a group outside of big numbers is asking a lot when I also have to worry about all of these other skills that people now want me to drag onto my hotbars, and then I have to find where to click them when the big flashy rainbow text tells me to, all the while the healers are yelling at me to get out of a big color circle.
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