



On your 2nd point T7S is a perfect example of why that design does not work, T7S is a god awful fight that rivals the ultimates in difficulty and it’s all because of its phase push design[More reactive and responsive gameplay]
1) Improvent visual clues and less bright light/distractions that serve no purpose...
2) Remove scripted fights.. it should be RNG based, only few abilties, stages should be based on hp %.
3) Rework the whole infrastructure of the game engine, so we no longer have clipping issues.
4) Seperated global-cds ; None-dps (buffs,heals,defensives..ect) abilties shouldnt share globalcd with DPS abilites!
5) More defined roles ( role responsibilities); not every role ingame should be a DPS with a tank/heal skin ..
Every role should be dependent on one another to succeed!!!!
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