I don’t know if many of you have ever tried FFXIV: A Realm Reborn, but a strategy came to light last year around this time where teams could successfully beat a boss by first allowing it to enrage instead of competing against the boss’s complex mechanics (a sort of “hot potato” mechanic where you have to pass a debuff to a teammate within a countdown or it would wipe the raid). Contrarily, the enrage on this boss immobilized it, where it would then begin spamming arena-wide AoE damage every few seconds. The intent being of course, that enrage would wipe the raid.
Instead, teams got creative. They brought a 3rd healer (instead of the standard 2), a single tank (rather than 2) and 5 DPS classes (instead of the standard 4). This make-up allowed teams to wait for the boss to purposefully enrage (after enough time elapses in the dungeon) and then essentially DPS race the boss with the 3rd healer providing enough of a healing buffer to prevent a wipe.
People cried that the dev team should nerf the fight, that it was “cheese”, that people ignored the mechanics to make the fight trivial. However, there was a trade-off; doing the fight this way was time-consuming. The boss didn’t enrage until a lot of time had passed, so teams would sit around for anywhere from 5 mins to 10 mins waiting for the right moment to strike. Do the encounter the “intended” way and you never had to wait, you just had to deal with different mechanics.
The dev team’s response? They were surprised and [i]impressed][/i] by the ingenuity of the community and that the fight was “working as intended”. They had no plans to “nerf” the content.
I think this is relevant.
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