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Yeah, that's why I made the separation between the single player and mmo raid. If the raid required the same amount of understanding of the fight from each member and had the same difficulty of action execution for each member - I'm sure it'd take months to beat the fight.
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And that is exactly what I've been talking about when I said "I need concrete details from Intrepid". What if they change their mind and go back on their promise of hardcore pve battles. The fights would still be difficult for the majority of "normal" players, but the true top lvl ones would not even play.
And I think that either showing a full boss fight or just presenting their current design direction would indicate
if they're still sticking to that promise and in what way they mean to realize it.
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And if it's shown in the log - it should be seen in the fight. That's all I'm asking, but Noaani said that this stuff would be too easy, because some mechanics should only be seen through log/tracker parsing.
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WoW bosses are at that point because the devs know that everyone will be using those assisting addons. It's one of the problems I have with the "design around trackers" argument (except in the way I understood it as presented by Noaani).
WoW devs know that players will literally have a program telling them where and when to stand/move, so they can make the mechanics so unreasonably difficult that you can beat the encounter only with the help of such programs. One could argue that it's the "true difficulty" of the game, because it's that hard, but I just personally disagree with that kind of thinking. Iirc FF14 tells players where to stand through their own UI, right? So if you wanted to make a boss whose mechanics gotta be dodged like a dance (as you pointed out) - you're free to design it that way and people will have to have the skill to do so. I'm all for those kinds of fights, but against the type of fights where the game tells you literally nothing, yet presents an impossible fight.
And that line mainly refers to the pace of such mechanics rather than the mere fact that they exist. If the pace is "you gotta make 5 very precise moves within 5-6 seconds (as a whole raid), or you wipe" - I think the game should tell you where to stand and just make you react to it.
And if the pace is "you gotta move twice within a 6 second window" - I'd be fine with the game not showing you how to move and letting you wipe on the fight and then remember how you need to move.
And as I see it, the first example would most likely be a stationary scripted place, while the second example could be dependent on where the boss is facing, so the raid could control the mechanic to make it easier for themselves. And if the devs don't want to have that - make the boss have randomized agro and give tank a few tools that would counteract that.