Quote Originally Posted by jameseoakes View Post
While it was a good fight, it did have the issue of healers dying far too often making it a wipe which was frustrating.
That wasn’t really the fault of the fight, nor of its mechanics, but of an (either) unawareness (or ineptitude) on the part of the healer(s) that kept dying. Practice makes perfect; I’m sure that even those healers that died and caused wipes could have improved with more practice if they had put their minds to it (though, that is also a problem with content: a lot people want the shinies but they don’t want to put forth the effort or improvement needed to get them).



My only issue with the “casual” content of this game is that the “endgame casual” content (i.e., Level 70 content) in no way prepares individuals for harder content; in a lot of ways, the “expert” content at endgame is easier than the content one had to do to get there, and I feel like that’s a problem. There’s a huge jump in difficulty from Kugane Castle to Rabanastre to Shinryu Ex to Neo-Exdeath to Ultimate Savage. There’s an obvious lack of consistency in the way the developers design and curve the difficulty of their content—

For example, Lakshmi Ex/Susano Ex to Shinryu Ex. All three are Extreme primals, but Shinryu laughs at Susano, and even Susano laughs at Lakshmi. Inconsistency in difficulty. That’s why so many people go into ShinEx thinking it will be just like Susano Ex and then get splattered during first phase. Another example: V1S/V2S and V3S/V4S. Massive jump in difficulty, especially from Catastrophe to Halicarnassus. I take issue in the inconsistency in difficulty jumps. I am perfectly fine with the difficulty scaling up as you move up a tier, or even Extreme primals. But to have such inconsistent jumps in it I am not fine with.