tag:blogger.com,1999:blog-6728842525831292167.post5833724528618195509..comments2023-10-31T08:33:40.588-04:00Comments on Amava Knows Aggro: Free YourselvesAmavahttp://www.blogger.com/profile/15186036397007131175noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-6728842525831292167.post-53016157186855746142009-03-20T07:16:00.000-04:002009-03-20T07:16:00.000-04:00I'm on the fence regarding whether the encounter s...I'm on the fence regarding whether the encounter should still be do-able if a person fails the "move out of the fire" trick.<BR/><BR/>On the one hand, yes, I totally see the annoyance factor that comes up if a player can't survive and that wipes the raid.<BR/><BR/>On the other hand, that's exactly what I like about a test like this. In current "ground fire" situations, a player can choose to eat damage and force his team to make up for it. In the proposed mechanic in my original article, it is a tool that helps (A) teach people to survive a gimmick that is re-used in every single dungeon (thus is a pretty good thing to get good at) and (B) give raid leaders a very visible, very unambiguous view of who cannot perform.<BR/><BR/>In a 25-man raid, you'd need to be able to survive one or two DPS players going down (or becoming less effective due to "trapped by spikes"). I think its best that "lose a single player, lose the raid" should be reserved for hard-mode encounters that raids actively choose to engage, while the less-hard-mode can absorb a few dead players and still come out with a boss kill.<BR/><BR/>The "bad place to stand" mechanic is used so frequently, I do think that Blizzard would make the raiding experience better across all skill/hardcoreness levels if they trained players to handle it better.Amavahttps://www.blogger.com/profile/01455843297167787383noreply@blogger.comtag:blogger.com,1999:blog-6728842525831292167.post-59462512934601702009-03-18T21:36:00.000-04:002009-03-18T21:36:00.000-04:001 more thing to add to my comment above - anyone e...1 more thing to add to my comment above - anyone else notice how you can tell who your star performers are by how the tone in their voice when someone asks "where are we going next" and you say "dancing..."<BR/><BR/>SilkAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-6728842525831292167.post-9422779837216994832009-03-18T21:34:00.000-04:002009-03-18T21:34:00.000-04:00I see your point Abe, I would say though moving ou...I see your point Abe, I would say though moving out of the fire, decursing etc are the base skills that all DPS (everyone really) should have. Damage done is the performance stat, avoiding damage is like the solid fundamentals. Its only important if its not there - not that it always works that way :)<BR/><BR/>Bad raid leaders will only look into DPS (probably just recount) - good ones will look into the "fire" damage, decursing, misdirects, cc, threat etc but will still expect you to do high DPS and judge you on that. Mostly because as a DPS'er thats your job. <BR/><BR/>I would say that a "good" dps'er is one who avoids the fire AND does massive dps. If your dps is cut to 1300 because you spend so much time concentrating on dodging the fire you ARE underperforming as much as the guy doing 5200 dps who needs his own healer. <BR/><BR/>If there is one thing that I really don't like though its mechanics where failure by one or two people almost inevitably leads to a wipe - eg Solarian, Archimonde, Thaddius. <BR/><BR/>Personal accountability is great - provided you can do the fight without them. Wiping because 1 or 2 people just can't get it is the most frustrating thing ever (as last week's 11 Thaddius wipes will attest - we can nearly 20 man it now though). <BR/><BR/>Heigen is perfect in this respect - if you can't dance then enjoy watching but as long as 1 tank, 1 healer and a dps or two get it you can go forever.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6728842525831292167.post-51246470501777400692009-03-18T12:13:00.000-04:002009-03-18T12:13:00.000-04:00After reading my comment I'm not sure if I made my...After reading my comment I'm not sure if I made my point clearly enough, so I'll try to restate it here in one sentence:<BR/><BR/>A good DPS player should be measured as much by how well they navigate the intricacies of each boss encounter - and by extension, how much healing they don't need because of this navigation - as they're measured by how much DPS they put out.<BR/><BR/>It's too bad that there is no way to measure the amount of attention that the healers didn't have to waste on you because you knew what you were doing during the fight. That would be a really good way to show who is the real John Holmes for all boss fights :)Echehttps://www.blogger.com/profile/15756156967019793149noreply@blogger.comtag:blogger.com,1999:blog-6728842525831292167.post-54927026621486193152009-03-18T12:06:00.000-04:002009-03-18T12:06:00.000-04:00I completely concur with this. I've always felt t...I completely concur with this. <BR/><BR/>I've always felt that DPS was a little overrated on most fights and only a couple (Patchwerk and Razuvious for casters) could really be epeen showcases (in which case I'm obviously the John Holmes of Mages. Heyooo!)<BR/><BR/>Most of the time it's the things that aren't tracked in such detail that matter the most. Decursing on Noth, moving to avoid blizzard on Sapphiron, kiting zombies on Gluth, running to the right spot while injected on Grobbulus, and of course, not dying to firewalls and fissures on Sartharian just to name a few. While it's possible to track some of these things, they don't get nearly the attention that "scoreboard" statistics like DPS get.<BR/><BR/>This is not to say that DPS isn't important, but merely to reinforce the idea that it isn't as important as successfully navigating the game mechanics, and its importance is somewhat overstated by the fact that it's a lot easier to measure exact DPS than it is to measure successful navigation of those game mechanics.Echehttps://www.blogger.com/profile/15756156967019793149noreply@blogger.com