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We decided to run the challenge vertical and go with a Solo Tank run first before further increasing the reduction in Supports. Be aware that some in the group are new to difficult content like EX or new to the game in general and still doing a very good performance for that! I'm someone who has done this before, so anytime I die its a huge blunder hehe! Timestamp 22:17 Clear Berserker Challenge Design Framework: minimize safety increase enemy threat & identity still be fair to learn Multiplayer: balance that all players have equal engagement loads Multiplayer: balance to increase frequency of group coordination The design framework is something I'm constantly working on and its something I'm really passionate about Game Design wise. The current setup of the challenge in FF14 for 8-man content has a flaw in that a death of a support is far more significance than that of others, which goes against the nature of shared engagement. But my conclusion is that it cannot be "redesigned" via a challenge without being overly convuluted such as having all DPS with specific gear balanced and tested to work to be able to clear. (we have tested that and its too impractical) Meaning I had to make a trade-off in design somewhere in order to have a functioning challenge to run. Even a lowman run has this issue. It can be argued that a DPS check is engagement for DPS, I only agree with this if the way you deal dmg and greed for it differs heavily from other encounters - which in my opinion it does not. It means that support roles even in lowman are interacting more then DPS still most of the time. Always open for Feedback :) Discord Server https://discord.gg/mqcPypheFu