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The real constraint on fight design is tanking and janky mob movement. This may not be apparent if you've been tanking in this game for a long time, but it's immediately obvious if you look at mob movement in Warcraft, as an example.
If mobs moved while attacking, then you could have a lot more dynamic tank positioning during fights.
That's a major reason why the game shifted towards very scripted fight design with self-positioning bosses starting from around Stormblood.
Positionals have nothing to do with it. You might as well create a thread asking for magical ranged jobs to not have cast bars, if that's what you're finding difficult.
The limiting step in fight design is your ease of maneuvering bosses while tanking. If the bosses seem like they're on positioning autopilot, it's because the fight designers don't believe tanks can drive them.
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Talk about constraints to fight design. Because of vulnerability stacks, they cant even output damage in more ways.
Everything, every single thing is just a series of avoidable vuln stack puzzles followed by a check of unavoidable aoe damage that just checks your hp+vuln stacks.
Not all damage needs to have vuln stacks. Then they can do more constant damage output and actually give healers something to heal, also like WoW.
Not to mention completely underutilizing debuffs to cleanse, and making cleansing more interesting than just esuna.
There's a lot of creative potential but theyre at the point of arrogance again where everything is phoned in.