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It's possible that SE has flipped the tables and started designing raids with balance at heart. And this balance requires big hit boxes, all jobs to perform about equally, and miscellaneous standardization to them. This is why fights all end up feeling kind of samey.
SE has just become aware of things they were ignoring in the past, like tiny hitboxes. They want to polish the game and make it intuitive. You see this in the old dungeon revamps. Fights that don't need to be adjusted to work for trusts are clearly being adjusted for another reason: to make them intuitive (which means obvious). In Keeper of the Lake, the closest dragon add was supposed to stay near the boss and the add near the back had to stay at the back or took reduced damage. People didn't know they should use the limit break on the add and that the add represented most of its health. So the fight was changed to be intuitive.