For awhile I have known that in NTEs there are some abilities from certain classes/souls that work on some mobs while some others do not even if they do the same thing.
For NTEs this isn't a big thing, when it comes to Raids then it is a big thing.
What I am talking about is the fact that some pulls/teleports work on some mobs and others do not. With CoA released and guilds going in some are not lucky enough to have any warrs or prims in the raid. This means dealing with the Duke's 65% phase with the adds is more annoying and harder then if you had even just 1 warr or prim. I had a guildy go druid since we have tons of clerics for raids only to learn that druid's "pull" does not work on these adds unlike squall (prim) or sergeant's order (warr).
This lack of consistency with mechanics, abilities, cc is annoying and frustrating. You cant plan a way around not having certain classes in the raid because the other classes/souls dont work the same when they should.
Please change things around so that:
1) if an add can be stunned it is stunned by any souls stuns
2) if it can be rooted it is rooted by all classes/souls roots
3) if it can be snared it be snared by all classes/souls snares
4) if it can be pulled that it be pulled by all classes/souls pulls + teleports
5) etc etc sure there is things I'm missing
Well I'm at it Titan's @gtae teleport gets stuck on any bump in the terrain and you don't actually teleport to where you set it to. Please fix that as well.
Inconsistency in raids/NTEs etc
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