Quote Originally Posted by Nihility View Post
I'm not actually sure "too hard" is the right wording.

What's happening is the field is getting so overwhelmed with so much stuff happening simultaneously that it's basically blinding everyone from seeing where to go even if they know how to do it.

I guess you could call it difficult in the same way driving fast on a winding road in thick fog would be difficult.
So basically the end result of having fight design that is so rigid and scripted. There's only so many ways to combine the same mechanics before it gets to be too much.