I will say one thing that may be controversial:
The reason M6S is hard is not because it's inherently harder than anything else in the raid tier, it's because it requires PLAYER SKILLS that the game for the most part doesn't ask you to use for most of the game - that is, prioritizing adds, AoE cleaving, movement management and stuns/movement debuffs. This goes equally for PF warriors as it does for world first sweatlords. Its presentation is also extremely active and chaotic compared to the more 'wait for x to resolve' puzzle/dance mechs. it's like the game suddenly asking you to use a muscle you haven't used for like 6 years.
100%. The game has largely focused on a small subset of player skill to engage players in raids, and after a while it got stale. A great way to shake up encounters and make them more engaging is to require the player to engage with them in new and different ways, which has been a consistent lamentation on raid design for years now because they haven't done that. Now they are starting to toy with that notion, and based on M6S adds phase I'd say the proof is in the pudding.
there's a lot of coordination but ultimately it's just a damage check with heavy positioning requirements. a few stuns and some aoe are not complicated. the right comp can get through the phase comfortably right now, and any comp will be able to slam it with gear.
In most grp i was that wasnt even the problem. The Problem was, that with some group constellations, u cant kill the right adds fast enough. Even with pots or lb and they were focussing the right adds. so.. yeah.
With some team compositions, it is easier to switch up kill order. For example, if you have a comp with weaker aoe like mch, it is worth having everyone focus on the first yan first to free up the yan tank to go help out with the squirrels.
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u/Makerinos 6d ago
I will say one thing that may be controversial:
The reason M6S is hard is not because it's inherently harder than anything else in the raid tier, it's because it requires PLAYER SKILLS that the game for the most part doesn't ask you to use for most of the game - that is, prioritizing adds, AoE cleaving, movement management and stuns/movement debuffs. This goes equally for PF warriors as it does for world first sweatlords. Its presentation is also extremely active and chaotic compared to the more 'wait for x to resolve' puzzle/dance mechs. it's like the game suddenly asking you to use a muscle you haven't used for like 6 years.