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41

Monday, April 27th 2015, 8:40pm

I think RW's challenge is how to make boss fights more like how they were when the game began.

I think some of the best strats were things like 1st boss in HoS: Boss summons 2 adds that bring about lines of fire that dealt a lot of damage ( at the time ) w/ 1 line clear. During all fthis, the tank still needed to keep the boss away from everyone.

Another good Boss strat was Madman's jump where he would paint an X on somebody and they needed to move out of that area or he landed on them and killed them.

Some of the newer strats just seem... overly stupid for a game about togetherness.

Like someone wrote before, this game needs to come back to Tank 'n Spank w/ some learnable strats. Make the bosses have bajillions of hp, but let them do "normal" damage except for their 1 special ability. This would draw out the fights so people would have to learn the strats, but not have to "burn in 10" to beat the bosses.

Here's the thing.. people want a challenge, but they play games to win. The idea is to make the game challenging enough, yet allow the players to feel like they earned their win.

As it is, everyone is thinking of how they can beat the game with the resources at hand; & this is a nod to the situation in Palenque, if running buff alts was the best way for that group to run things, then that's what they had to do. Now, they've adapted to that setup and having others along just might screw them up? I don't know. *shrugs*

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42

Monday, April 27th 2015, 8:59pm

I agree with everything negative everyone has ever said about this game.

We should all stop playing.

Problem solved.

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43

Monday, April 27th 2015, 10:01pm

Ycavan i totally agree with you, remove the 20 seconds boss fight and let's have some fun doing instance runs!!!

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44

Monday, April 27th 2015, 10:49pm

T
Ycavan i totally agree with you, remove the 20 seconds boss fight and let's have some fun doing instance runs!!!

Today we kill Crypt Hard 1st ....was a 7-8 minutes fight.... you only need a good tactic (i think that can be done with 4-5 players if they do it well)

Lets see 2º boss

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45

Monday, April 27th 2015, 10:56pm

I think RW's challenge is how to make boss fights more like how they were when the game began.

I think some of the best strats were things like 1st boss in HoS: Boss summons 2 adds that bring about lines of fire that dealt a lot of damage ( at the time ) w/ 1 line clear. During all fthis, the tank still needed to keep the boss away from everyone.

Another good Boss strat was Madman's jump where he would paint an X on somebody and they needed to move out of that area or he landed on them and killed them.

Some of the newer strats just seem... overly stupid for a game about togetherness.

Like someone wrote before, this game needs to come back to Tank 'n Spank w/ some learnable strats. Make the bosses have bajillions of hp, but let them do "normal" damage except for their 1 special ability. This would draw out the fights so people would have to learn the strats, but not have to "burn in 10" to beat the bosses.

Here's the thing.. people want a challenge, but they play games to win. The idea is to make the game challenging enough, yet allow the players to feel like they earned their win.

As it is, everyone is thinking of how they can beat the game with the resources at hand; & this is a nod to the situation in Palenque, if running buff alts was the best way for that group to run things, then that's what they had to do. Now, they've adapted to that setup and having others along just might screw them up? I don't know. *shrugs*
The problem I see with a lot of boss fights is the unavoidability of hard hitting AoE's. All the strats you mentioned involved "step out of this AoE or you die/take a crap ton of damage. Nowadays, there's nothing to avoid. AoE's cannot be avoided and hit you for like 80% of your HP.
Bring back "move out of this AoE or die" strats. Those are fun, not insanely overkill like the mystic raids in that 600lb gorella game, but enough to get people to pay attention and actually coordinate.

Also, class combos should be "wow, having this class/class combo makes dealing with this mechanic from this boss quite a bit easier" and not "we need this class combo for debuffs or we wipe". ex. if all scouts or 1 specific scout combo had a group sprint, and the boss has some crazy AoE all over the place mechanic that required everyone to run like hell to dodge damage, speed boost would be very helpful, though not essential to dealing with the mechanic.
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This post has been edited 6 times, last edit by "ruisen2000" (Apr 27th 2015, 11:17pm)


46

Monday, April 27th 2015, 11:34pm

The problem I see with a lot of boss fights is the unavoidability of hard hitting AoE's. All the strats you mentioned involved "step out of this AoE or you die/take a crap ton of damage. Nowadays, there's nothing to avoid. AoE's cannot be avoided and hit you for like 80% of your HP.
Bring back "move out of this AoE or die" strats.
If my memory servers me right, otherwise correct me if I'm wrong.
Belathis 2nd, 4th, last
Grotto 5th I think it's like DoD first, 6th's Pillars kill ppl pretty fast. Although burning Grotto was so easy we never really saw em.
PoM 3rd
CoE 2nd, 3rd has some weird AoE, 5th has Flame/Freeze rays, Annihilation (idr what triggers it), 6th has Wingstorm, I believe that's what it's called.
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47

Monday, April 27th 2015, 11:59pm

The problem I see with a lot of boss fights is the unavoidability of hard hitting AoE's. All the strats you mentioned involved "step out of this AoE or you die/take a crap ton of damage. Nowadays, there's nothing to avoid. AoE's cannot be avoided and hit you for like 80% of your HP.
Bring back "move out of this AoE or die" strats.
If my memory servers me right, otherwise correct me if I'm wrong.
Belathis 2nd, 4th, last
Grotto 5th I think it's like DoD first, 6th's Pillars kill ppl pretty fast. Although burning Grotto was so easy we never really saw em.
PoM 3rd
CoE 2nd, 3rd has some weird AoE, 5th has Flame/Freeze rays, Annihilation (idr what triggers it), 6th has Wingstorm, I believe that's what it's called.

You're arguing the same point magi, lol. All the hard hitting aoe's now a days aren't 'move out of the way' they all are just, seren and burn a little longer.
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48

Tuesday, April 28th 2015, 12:30am

Not everyone is strong enough to burn in 10-20s. Bela bosses had phases, was great. Coe 5th we can't burn. 6th is a wimp, if it wasn't so weak it'd be great with that AoE coming up again. Wingstorm is like the perfect description of the Ruisen's talking about.

The people complaining that there are not these types of AoE's are the ones that are not even running endgame I believe. They can't burn and they don't strat. Basically all these bosses should be good for people who can't burn them. Usually tho, I see those midgame guilds going in instances as burn classes like we do, M/W for example, when their guild can't burn. Instead, (still using those M/W's as my example) they should go in as W/M for sustained dmg on longer fights and strat.
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This post has been edited 1 times, last edit by "Magío" (Apr 28th 2015, 12:36am)


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49

Tuesday, April 28th 2015, 1:55am


The people complaining that there are not these types of AoE's are the ones that are not even running endgame I believe. They can't burn and they don't strat. Basically all these bosses should be good for people who can't burn them. Usually tho, I see those midgame guilds going in instances as burn classes like we do, M/W for example, when their guild can't burn. Instead, (still using those M/W's as my example) they should go in as W/M for sustained dmg on longer fights and strat.
Bela had strat, and so does a very few bosses outside bela. But for most bosses in other instances like grotto or pomh, is there strat? I have never heard or seen of any... Would love to try a strat for grotto or pomh. Salt Deflagration seems completely unavoidable and can't be silenced; there doesnt seem to be any way to avoid the casting/attack speed debuffs he keeps stacking on you until your inevitable wipe because you'll be doing like no DPS after 30 secs. 3rd has strat, 4th there's no way to avoid the 25% Hp ticks unless you have 4 people swap gear and stand at the door, which I wouldn't really call a "strat" -.-, more of a way to cheese the mechanic. And After 30 seconds, boss is completely immune and there is no way to avoid the AoE without seren. no idea about 5th because it dies in 5 seconds... I still think his HP is broken, but eh..

6th I don't even know what happens. I know pillars are avoidable though is a pain for mage, and probably so is the sword, but if he's not dead in 30 secs I think a ton of AoE's go off or something... because pretty much everyone will be dead within a few seconds. Same with 7th... when we don't kill him in < 30 secs everyone takes a crap ton of AoE damage and we're all dead...

1st boss in Pomh, the adds just keep spawning every 15 secs, and they have so much HP/Pdef that if you DPS them down, there's not enough DPS on the boss to take down that 190m HP. Having a second tank for adds worked, but for some reason after like 30 secs anyone that is standing close to the boss just... dies...

if you know why way to avoid these, do share...
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This post has been edited 7 times, last edit by "ruisen2000" (Apr 28th 2015, 2:36am)


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50

Tuesday, April 28th 2015, 1:59am

most of grotto strat i have seen is just "have other chars take all the damage so the burners don't die".
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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51

Tuesday, April 28th 2015, 6:18am

Grotto of Horror:
1st strat is something like move away on one of his casts, and dps cage when someones in there.
2nd strat move boss between pillars by the door to avoid getting hit with aoes as you slowly kill him (debuffs might have to do with the jellyfish)
3rd strat is kill the 2 mobs then click the 2 pillars a couple seconds apart, then do a burn on the boss, repeat till boss dead and seren his aoe if you are low hp.
4th strat is unknown to me as even in the none burn days that I ran this instance, we had to be lucky with killing it, helps to have range dps, so they can spread out making the DoT much more managable
5th strat is kill its pathetically low hp before it kills you
6th strat dodge the moving pillars as they will do roughly 33% dmg to you or so per tick you are near them
7th strat can be- start with a mediocre burn and once hes about 70% hp everyone pops cooldowns to burn the last 70% as at around 30% I believe it is, he releases vicious chests that murder everyone.
Pillars of Morfan:
Never did this one in a non-burn guild so dont know nearly as many viable strats, but heres a few tips;
1st Mostly a burn, can use off tanks for adds
2nd Only seen burn barely remember what boss looks like.
3rd Have the tank stand away from the party when pulling and bring boss towards party away from the spawned pillars, burn, seren at casted skill.
4th We played around with this one for a bit, but mostly forget everything that was learned as its now a full burn.
5th Attack pillars when certain debuffs appear on party members to prevent his healing, can be a slow burn from there.
Crypt of Eternity:
1st Seperate the 2 werewolf looking adds to make them become attackable, once killed, boss can be slowly killed. (untested, I believe I read this somewhere on US forums by a person claiming to have done slow kills of it)
2nd Move out of the adds aoe damage radius
3rd Positioning.
4th Mostly a burn, tried a few things but only thing that helped slow death was increasing hp/def of the dps (by large amounts)
5th Fun strat, many different aspects to it including individual targetting and group-wipe one shots
6th Seren or move away from the boss on wingstorm, otherwise burn or die (From what I've been able to see)
7th Everytime I've been has always been a easy burn.
Grotto- fun ... Pillars- hate it ... Crypt- super fun :) Hope some of these tips might help (I know they arent solid strats but thats just ways that I've seen them done.)
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52

Tuesday, April 28th 2015, 7:22am

Grotto of Horror:

2nd strat move boss between pillars by the door to avoid getting hit with aoes as you slowly kill him (debuffs might have to do with the jellyfish)
yeah, the mechanics that go off within the first 30 secs are usually nice. You can either avoid them, heal through them, or just seren. Then after 30 secs all hell breaks lose, lol. Is there another AoE for 2nd aside from the 80% one? We kill the boss by the door and the 80% AoE still hits everyone.

I wonder if these 12 man instances are designed for 3-4 healers, and after 30 secs you're just supposed to brute force heal through the insane damage the boss is doing to the whole group.
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This post has been edited 8 times, last edit by "ruisen2000" (Apr 28th 2015, 2:29pm)


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53

Tuesday, April 28th 2015, 6:25pm

I think people forget about the priest borbuja! and with the insane amount of damage i think they were at least designed for two healers but if you can do it with one and burn the bosses, well, why not? It's simple thinking, And I remember when Annelias aoe did 90%? no one complained about that? it's actually quite easy to heal as a priest, you see the boss casting or time it and no one loses hp at all. If it's random then it's a little more harder to guess.

But having more or less buffs shouldnt make too much of a difference, sure the more buffs is kind of rediculous, and less buffs actually makes them pick which ones are more important, but you can only have so many OP buffs that actually stack and such. And sure it could possibly help groups burn faster, but you still have the 12 mann limit =\

Most people run Diyce anyways correct? I believe you can put once you're down to a certain % of hp you can use a pot or something to help out healers, I think most dps forget what an hp pot is ;)
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54

Tuesday, April 28th 2015, 6:45pm

Only people I know of that use DYICE are people with warden as main or secondary class which makes sense. And very few rogues, which don't actually benefit from DYICE it just makes a rotation 1 button instead of 4 :p And as for mages or healers, I've never heard of anyone using DYICE for that. Warlock I could see it being used if it was a more played class, but it's not.

Like Cike said, the use of DYICE has cut down quite a bit, or was just over exaggerated in the first place.

I'd also like to repeat a important note that magio posted which seemed to have been over looked;

"Usually tho, I see those midgame guilds going in instances as burn classes like we do, M/W for example, when their guild can't burn. Instead, (still using those M/W's as my example) they should go in as W/M for sustained dmg on longer fights and strat." -Magio

Now yes there are some bosses so badly designed that it MUST be a fast burn, however working in properly timed immunes or more healers may be able to buy you extra time for a class like r/m and w/m to do more sustained damage and get that boss down. Both w/m and r/m burn are about the same anyway, from what I've seen.
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55

Tuesday, April 28th 2015, 7:24pm

Firstly, let's start this thread off by explaining what MMORPG stands for.

MMORPG stands for massive multiplayer online role playing game.

What does that mean exactly? Well, let's break that down even further. Massive: large/heavy Multiplayer: multiple people. Online: on the interweb Roleplaying: The acting out or performance of a particular role. and lastly game.

This means that it's an online game that multiple people play together, and as of right now RoM maybe meets the criteria of a couple of those things. Meaning Online roleplaying and game.

Why is RoM not massive? well the state of the current game, the game doesn't meet this criteria b/c too many people have left, via the server merge. The game isn't growing. Heck there's no promotions and when you have videos on youtube on how to hack with well known players who i won't call out commenting on these videos... you know the game has dwindled.

Multiplayer: Why isn't RoM Multiplayer? Well, who needs multiple people when you can solo endgame content as a wd/w with buff alts.

or duo, or trio.

This game has fallen so far that it's rediculous. People say this people say that. let me tell you the Reality of this, at least on Palenque.

Players rather invite their own alts over player buff alts. This may not be the case for your server or guild. But I can assure you, it is for some. Why? Well, why invite someone else when they can keep the loot for themselves? Borella mentioned in a previous post about how they invite reall player buff alts, well this isnt the case for some and players are getting left out for alts, and not progressing

The game isn't fun anymore. it's not multiplayer, when you can solo with alts.

My suggestion is make strats. Strategy requires real players. that will fix 50% of this game. Next is %. fix the % boss damage. This way players cannot burn regardless, and need to strat to kill these bosses. So even if they stackk all pa or all ma, theyll die from hits, and need to strat to kill the boss.

Sure burn or die is slowly killing the game but the alt buffs are killing it more. At least on Palenque.

Your sig talks about being remembered for RT. If you did during level cap, did you ever have scouts(nice strat w/ playing a priest) in your party if so this entire first post and whatever people are typing for responses are also irrelevant.

BTW alot of AoEs are % based, are you looking for AoEs that do a fixed amount of damage (hp check) that is just avoidable with people using a different set of gear for one part of the fight. (is that a strat? seems remedial to me but would work).

Some of the boss fights you mention in this thread were both burn and strat, it depends on your power of the players in your guild and their ability to comprehend what is going on. If you have inept players, then they are probably under-geared for the instance also.



But overall glad to see you guys are still working hard at post counts, notoriety of player power in sigs etc. Keep up the excellent work lol.

56

Tuesday, April 28th 2015, 9:03pm

It feels like if we want more strat fights some things need to change.
1) enrage mechanics
how can you expect to do strat and not burn if when you kill slow the boss starts 1 shotting everyone. one issue would be ppl duo with healer and tank, should make the strat require a certain amount of dps like kill adds within a certain amount of time.
2) nothing should randomly 1 shot ppl unless there is a clear way to avoid it. good examples of this been used is gc 5th where you can cleanse the poison, beth 3rd where you can run away from the dark orbs, rt last where you can stand on the right colour.
3) aoe should require timing from healers instead of constantly hitting for a ton. example of bad implementation: pom 3rd. example of good implementation: annelia, tosh 1rst, goh 3rd. beth 1rst(before adds) 4 ppl get a debuff and will take damage, once in a while boss does 50% aoe.
for instance could make the ground go red before it hits ppl for coe 3rd so ppl can move away from it and avoid the aoe.

other things that seem to be nice to have in boss fights:
phase fight: make something happen every % of hp changing what has to be done during the fight. bad implementation: beth 1rst where unless burn, below 40% spawns 2 adds that aoe 1 shot everyone. good implementation: tosh 2nd, annelia, beth 7th.
coordination tests: making players perform actions like kill adds at the same time tend to make things more fun. example: tosh 1rst, goh 3rd, annelia.


To sum it up, dont overcomplicate strats. If there is a way to avoid getting 1 shot or a rediculous aoe(and there should be) then there should also be a clear way to avoid it. boss should reward players doing strats and not enrage if they dont get killed fast. healers should be tested on their timing/target selection rather then use cast pots and spam aoe coz the group is taking too much damage for anything else to be viable. dps should be tested on their fight awareness and dps not only the later.
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57

Wednesday, April 29th 2015, 12:45am

Your sig talks about being remembered for RT. If you did during level cap, did you ever have scouts(nice strat w/ playing a priest) in your party if so this entire first post and whatever people are typing for responses are also irrelevant.
Yes, we played the strats for a long hard time until everyone was properly geared. All the bosses in KT until rt diamond geared. 3rd, 4th, 5th, and 6th boss in RT we had to play by the bosses rules.
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58

Wednesday, April 29th 2015, 7:40am

I think you might be asking a lot here. I mean, strategies? Come on, this is RoM. They tried to give us strategies back in Bela and look how that worked out. Let’s just accept who we are here. We are RoM players. We burn bosses, run siege and complain about prices in the IS and AH. That’s who we are and what we do. Anything more would be ...uncivilized :P
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59

Wednesday, April 29th 2015, 9:26am

ALTs are only really useful if you can burn the bosses. I saw darktouchs recent pom video where they literally had 2 DPS and that was it. Well for pom and maybe HoE this works. But won't work in crypt (at least not every boss) so eventually people are gonna be forced to take real players. But then again I have nothing against ALTs, if that's how people wanna play who are we to stop them. Can't tell someone how to play ROM can we? :D But yes would be nice to see more players in runs together then ALTs, helps the atmosphere more then if its just 3-4 people and rest are ALTs xD



This may come off as rude but, who? I agree you can't tell someone how to play RoM,let people play RoM how they want I was just saying( at no one in particular btw, in which you posted a specific name?) THat RoM isn't an MMOrpg anymore due to the lack of the multiplayer. If these players want to solo or duo or trio instances, then eventually that's all theyll be playing with in the end. is themselves.. ;) The fact that someone can make these alts and go into hardmode isntances and do this is beyond rediculous and it hardly makes the game multiplayer.

Your sig talks about being remembered for RT. If you did during level cap, did you ever have scouts(nice strat w/ playing a priest) in your party if so this entire first post and whatever people are typing for responses are also irrelevant.
Yes, we played the strats for a long hard time until everyone was properly geared. All the bosses in KT until rt diamond geared. 3rd, 4th, 5th, and 6th boss in RT we had to play by the bosses rules.
+1. Yes we had scouts. We also had knights and priests. We also had to clear KT then rt before even being able to be able to "burn" Also, the argument you're trying to make is invalid. Once the dps we're geared enough we even ran players through to get gear or weapons. WE unbinded weapons for guildies. We didn't take in ALTS to burn the instance. everyone was a real player. Everyone contributed. More than I can say for the game now. MOre than I can say for some of the players now.
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60

Wednesday, April 29th 2015, 1:02pm

My issue with Rom instances is that they are designed in such a way that it is very hard to figure out a certain "strat". Lets talk about even Belathis easy. Don't get me wrong that dungeon had some good bosses, I think second boss was fun to solo (actual solo not me with x number of alts) on easy. In a lot of the newer dungeons it is a short timer 20-30 seconds before BOOM you are just dead. This is why so many just go and burn. Heck that is why I aim for just burning when farming easy modes. There is no incentive for me to even attempt to try the strat. My gf and I were getting to the point of duoing Normal modes this way too.

The instances have been designed that there is a burn chance from the beginning- problem number one. If you make it so that the timing of the boss battle and the flow of the fight doesn't allow for a buff up time, burning is harder. I think Grotto 3rd had a mechanism where you had to do something before you could do dmg, so a burn was harder since you only had so much time (Those are pretty good strats). Bela 4th had the bubbles you had to get into, which was a good change too. My problem with Bela was how hard everything hit and that it was required for a quest. Personally I had a blast trying to figure it out, I just didn't like dieing in half a second without learning anything new to help develop a better strat.

This is the issue I have with the game and with the instances. You aren't required to learn strats in a lot of cases and you are doing just a burn or die in a lot of cases. Which to me, I don't have fun if I go in, buff to the hilt, alt debuff/buff to the hilt, and then get a 15 second fight. I feel an accomplishment at succeeding but was it really FUN? Weeks of gearing for a 20 second fight.... nope I am sorry, now I just don't enjoy it. Then you add in mechanics that are designed to make it harder to burn/etc when all it really is meant as a time limit or a serenstrum/tart opportunity. I just think they are stuck in a cycle of make it bigger, hit harder and at the 30 second mark put in a huge hit cycle.

It just isn't fun anymore, which is a shame because I remember the fun I had trying to figure out Hoto, KS, IDK, Bela, etc. I just haven't had that fun in a while. Easy modes have been pretty easy (for me) and Normal is a fun challenge but not when it is burn or die. Id like to have more than 30 seconds to do a boss.... and NOT because of a DPS check, but because of a mechanic.