We have not received permission from Noaani to share the quoted post.
But my point is - how can you deal with an ability that you don't even know about? If a 3rd party tool has to parse the game for you and tell you when the boss is doing a thing - that's not "dealing with the ability", it's "dealing with a 3rd party tool outside of the game".
We have not received permission from Noaani to share the quoted post.
The visual representation of cast bars that I suggested would allow bosses to cast other stuff while the bar is progressing. If anything, it feels like my suggestion is exactly what you're talking about. And it could also be very encounter-specific because it could be linked to surroundings or mob designs, or whatever else.
In other words, I simply want WoW's addon features, but cooked into the game itself. Proper audio feedback, proper visual feedback, proper base UI settings, holistic difficult encounter design that requires each player in the raid to pay attention to their own game window that gives them all the information they'll need w/o any outside tool.
I support battle logs, because that was always what I used to see what ultimately killed me in a big fight. And that very support is the reason why I say that trackers will be inevitable.
It's SLIGHTLY complicated to explain why this works out.
In a multiplayer setting, you can approach this in one of three ways.
1) A player is in charge of 'seeing' everything
This is the most common method, and is my role in things like Elite Dangerous Conflict Zones. Shot-caller, who may or may not also be tactical commander depending on the game.
2) Everyone is in charge of seeing what they are supposed to be the one dealing with
MOBAs and mid level PvE, most games fall in here, you benefit from comms but as you get more in tune with a group you can
theoretically
train to synchro well enough to not need much comms.
3) Take as many people immune to the mechanics or able to shut them down without being able to see everything, as possible.
This is
often
the response that mid level players have, and because guides from top players post-analysis tend to be efficiency related, what happens is that someone tells the mid level players 'if you want to just win, get X class, 3 Y, a healer, and a Z, and that should make it easy.
The idea being that for mid level groups that have some number of Dumbass Casuals, many don't want to have to understand mechanics or coordinate. They want to just clear the thing.
The issue here for high difficulty stuff is simply that 2 only works in the absolute tightest of groups, where 'everyone is at the skill level/type where they could be the shot caller that day if needed'. And even then, it's well known that you'd STILL be better off having a single shot-caller who ISN'T EVEN PLAYING, if possible.
As for why you
still
'need' the trackers beyond that, it's related to it. Figuring out 'who isn't seeing what they need to be seeing' in games that are not binary, can be hard. I believe that given this, you would still want the game to be so hard that 'you have to get that group of Shot-caller tier high level players' together in one place to win.
But at the end of the day, someone has to 'work out that we're failing the encounter because you don't know your Ricochet range'. How exactly that happens, is up to the group, but without the tracker or the 'savant', it's possible that it doesn't happen.
The game will either be built for 'the savants' (which, I should warn, tends to happen because the DESIGNERS are in this category, hence the nerfs in AC6) or 'so that you don't need them' in which case they blow others out of the water, which is fine in single player games but not MMOs (for me).