Quote Originally Posted by DiaDeem View Post
I mean... kinda? I get what you're saying but in that case, Crystal Tower is a much better example for A/B/C Alliance Task assignments, and not really Ivalice.
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tl;dr - ARs have never been complex. Imho, there's an argument about making them more complex but that's not just for Euphy but for the way they make all of them. DR is cool.
:P well of course it's 'kinda'. I'm comparing Euph to Ivalice specifically.

Otherwise, you have other stuff that's "hard" and "easy". A good example is Void Ark being boringly easy (most bosses are tank and spank jobs and the rest is positioning) vs Dun Scaith being challenging (mechanics reliant on group coordination and UTTER CHAOS).

Also potentially more varied mechanics than your average glowy puddle of death. Which, again, is what Euphrosyne is.

I agree. The most creative AR is Delubrum. And even then, the crocodile boss is literally the easiest out there in terms of fight design because he's just literally "don't get hit" rather than the mechanics feeling engaging and having you actually do things.

For example, when I say "stuff is easy because it's position-based", I mean stuff that you can very clearly dodge by simply moving out of the way or baiting very obvious AoEs away from other people. What I like about Delubrum Reginae's position-based mechanics is that either they go by fast, have a specific pattern that you need to pay attention to, or mechanics that require you to understand the mechanic as a whole to know what to dodge and even what to get hit by. Which is why mechanics like Halone's Tetrapagos, Nymeia's four moon circles or Nophica's Simon Says thing are interesting; Halone's is even Trinity Seeker's four slashes, just in a different format.

The issue Euphrosyne has is that all the rest is very, very bland. And even by that standard, those mechanics can be bland as well. Nophica's Simon Says? Easy as pie, Ivalice at least had you do maths while you went into those circles. Nymeia's four moons? There are only two kinds of moon. The moment you figure that out, the mechanic becomes no different than Ra La's jumps. So even when it's interesting, it's lacking.

ARs have never been complex, no, but there definitely was a bit more effort from our part while playing in different ones than others. All of them are easy, they're casual content. But some are a bit more demanding from you than others, asking for a bit more effort or coordination.

CT is easy. WoD is a bit more reliant on coordination.
VA is easy. Dun Scaith requires your group to be coordinated or it becomes chaos.

Even Aglaia was a bit more demanding. You had to be careful with positioning in Rhalgr. You needed to figure out the hammer thing and some people struggle with it on Byregot. Naldthal wants you to coordinate with the raid to avoid a wipe. Azeyma had her clone mechanic for a good position-based thing and her fight was fast-paced. You definitely got hit by her stuff your first run, whereas my first run of Euphrosyne only had me get hit by mechanics during Halone.

So the key takeaway is that even by casual standards, Euphrosyne is really, really easy.
Compared to other raids it's on the easy side.
Compared to Ivalice, it isn't demanding of anything, no effort nor coordination, apart from one or two mechanics where you just need to wake up.
Compared to its previous raid, Aglaia, there's nothing that really trips up people or makes you think. All the mechanics are straightforward and easier to spot.