They've become stale (debatedly...I still politely maintain that their encounters still feature new concepts and implementations decades later) after like..12 years of raid design. XIV's have become stale after 4. That's not good. We were knocked off of edges from pass/fail pushback mechanics from Titan HM back in 2013 to Kefka now.
Here's some frustrations from a WoW player about the mediocre pile of dog dung that Emerald Nightmare was (which I agree with, BTW). In that thread though there are tons of examples of great raid fights the game has had over the years and what sort of unique mechanics they brought. Blackfuse in particular was a super well-designed and interactive fight, in my opinion, and I don't share the OP's opinions on Antorus - I think some of the fights there are pretty dull (hellooooooo Garothi Worldbreaker, wtf did we even do for you again? dodged some stuff on the ground? idk), but most are pretty well-conceptualized and at least TRY to put unique spins on "stack" and "don't stand in stuff". As I said in my original post, Tree of the Lifebinder and how it interacted with death mechanics wasn't a wonderfully abstract concept that required huge depth of understanding, but it was still pretty unique.
I mean, where's our example of something like Kil'jaeden darkness phase in Tomb? The Paragon fight in Siege? Heaven forbid, anything remotely like the Spine of Deathwing?
Just so I don't seem like I'm crap-talking XIV and sucking WoW's video game wang, I will say that I thought the Cad fight in Coil turn 1 was actually pretty well-designed, if a bit simplistic for the non-kite DPS. You had a person who had to kite this mob, while getting its health low WITHOUT killing it, drag it over to a boss (there were two bosses) and alternate "feeding" this low-HP add to the boss so it wouldn't go off its nut and get a massive damage buff that would murder your tanks. The add did pretty high damage so it had to be kited, preferably with slows or a bind/root from a character if the kiter got low and needed to be healed. But it also had to be brought to the bosses within a time limit or it would just blow up and wipe the raid.
Meanwhile, the bosses are getting increasing damage stacks, making it harder (but not impossible) for healers to win an attrition war. The bosses had to be kept separate, and HP bars had to be whittled down separately - as soon as you killed one boss, the other would ramp up its damage to dangerous levels, meaning the goal was to get both low and kill both within 10 seconds of each other. Glowing floor panels would accidentally spawn extra adds if players didn't avoid them, and the boss both cleaved AND did a backwards-cone tail swipe, making melee positioning and tail swipe baiting pretty important.
At WORST the engagement factor for the non-kiter ranged DPS was pretty low, same with healers (basically only tank healing to worry about for the bulk of the fight), but the mechanics were varied, IMO, and boiled down to a lot more than just "don't stand in this, use a CD for this, kill these when they spawn ASAP" etc. Coil turn 2 was actually pretty decent with the Rot passing as well and the different routes through the raid affecting the vulnerabilities of the final boss, but sadly a.) enrage strat ruined it, and b.) pass mechanisms in this game suck toady wong because of server ticks and overall latency, meaning Rot got screwed up sometimes even with your passer running over the receiver like 5 separate times with it.
Turn 4 was boring AOE zerg with the entire onus of execution largely being on the tanks to grab and position things and use CDs properly, and Turn 5 was the introduction to the synchro-swimming crap we all love to hate today - that one guy screwed up divebomb marker? GG you're all eating the wall. Melee didn't do Twister properly? Ripperonis there goes all your melees, both tanks and maybe other people if they had monkey positioning (shouldn't happen but still sometimes did).
The first two fights of original Coil were great. I'd argue that T7 pre-nerf with the petrify mechanic was also pretty unique, if not a slight variation on T1 kiting. Still, turning an add to stone to make a sort of "pillar" to hide behind a pulse AOE was relatively inspired, and I appreciated the direction of it. Repeated divebombs in T5, T9, T13? Really? That was the best the devs could do? Knocking us off the edge repeatedly in Titan, Levi, Bismarck, Sophia, Exdeath, Kefka? Zzzz. Piles of circle mechanics that have to be dodged in a certain order like Shiva EX, Titan bombs, and God Kefka Trine? Blah.
I think the devs could do more. I know you and I disagree a lot when it comes to WoW, but I just want to clarify that I DO think there are some great examples of raid fight design in XIV, we just haven't seen anything in my mind that sticks out since T7. It's all been "dodge AOEs or get knocked into a fire wall/off the edge/get one-shot".



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