Bossing mechanics which involve more than just one big DPS check would make tanking worthwhile while also making bossing fun for the other roles in the game, be they burst damages, support, healer, DPS, or otherwise.
I am a big tank player across every MMO I’ve played that I could be. Mercenary in DoMO, Warrior in WoW, Warrior in FFXIV. I think this game needs something to make tanking worthwhile if you’re going to include things like Provoke and Swashbuckling and the Peltasta and Rodelero classes.
Right now, your best tanks are clerics, because why do you need an actual tank when they can just mitigate all damage and heal themselves? Actual Swordsman tanks that can grab aggro are damn pointless outside of grinding because it’s more worthwhile to have another cleric and just have them mitigate damages that way. So, how do we fix this?
Add interesting mechanics to bossing fights. Things like actual DPS checks (do enough damage within a certain time, or lose the fight immediately). Things like enrage mechanics (boss gets to a certain amount of health, and gains new abilities). Things like add mechanics (boss spawns mobs that actually do things to affect the fight). Things like arena manipulation mechanics that aren’t this “traps” bullshit. Close off part of the map. Leave my DPS stranded. Leave my healers stranded if I’m bad. Do it.
I want you to look at 3 specific fights, IMC. All three are from FFXIV, and I know not everything translates, but I want you to just look at them.
The first is Titan Extreme. Look at the mechanics, like Granite Gaols. Like Landslide. Like Bomb Boulders. Look at Geocrush (the move which breaks away the edge of the arena). Look at how his abilities change as his HP gets lower. This is how bossing should be at minimum. Actual phases, actually difficult mechanics, and actual dodging to be done. I know you can do things like that, IMC.
The second is Good King Moggle Mog III. Good King Moggle Mog III is another great example of good bossing mechanics. 7 smaller mobs that all work together to make the main boss more difficult. Lots of different attacks, priorities in killing, actual tank mechanics being used. This is the kind of stuff we want, IMC.
The third and final fight on this list is Leviathan Extreme. Look at how important the adds are in this fight. Look at how important the Elemental Converter is here. Look at how Leviathan itself interacts with the arena and how it synergizes with all of the other mechanics. This is how you do DPS checks correctly; this fight is one big DPS check. This is how you do DPS checks without completely forgoing bossing mechanics.
I wanted to point these out because this is just a small example of what has been done and what you can learn from. Players like these fights. These are some of the most powerful fights in the MMO scene. This, along with other things regarding aggro and how CON scales are important in making the Peltasta and Rodelero classes relevant outside of Peltasta 1’s Swashbuckling. This would make the game more enjoyable for a great deal of players. We don’t expect amazing graphics. We want the gameplay points, because right now you’re basically penalized for having a tank in a fight because there are no mechanics to boss fights, so they’re not necessary.
Have a good day.
