Quote Originally Posted by RiyahArp View Post
The point is that's really the only difficulty they can do. All they can do is make mechanics faster, and make them one shot you. So all you do is learn the pattern not to get one shot, and thats it. They add dps checkpoints and enrage to force losses instead of people just zombying through with the raise penalty like you could do in casual content. They can't do much in the way of pure random content because of this. it all has to be scripted tightly.
And my point is that a huge chunk of players can't even handle that. But you want some content randomized...that clear percentage would definitely go down. A part of that is on current dungeons not preparing players...but at this point, if you've cleared Shinryu, then you really don't have an excuse as to why you can't figure out how to handle Savage/Ex. And to be fair, just as a side note, a lot of the mechanics in Savage/Ex are survivable - yes they make a run harder, but a good portion of them do not one shot you.

You can get hit with a fireball, or lose all DPS at one point, while fighting O1S right now and still clear the fight with plenty of time.

O2S, you can screw up a gravitational manipulation and still clear the fight.

O3S, you can mess up the first game and get the entire party hit with a nasty debuff, and you can still clear her fight. I mean, if you really want to take it that far, you can totally screw up animal farm, and the fight is still clearable. Much more difficult without an LB3 during ninja/iron giant phase, but still clearable.

Shinryu Ex, somebody can mess up a couple of times, or you can fail to skip the second Tidal Wave, and you will still be able to clear. You keep speaking in absolutes and then say we need some randomized elements, when its clear that even with this script, players still have a hard time clearing stuff. So why would you want to introduce random elements into endgame fights?