Quote Originally Posted by Banggugyangu View Post
I don't disagree, but forcing players to pay attention to their surroundings and the actual boss is a welcome change from "STARE AT YOUR HOTBARS AND WATCH FOR ORANGE!!!!111!"
Paying attention to surroundings rather than just hotbars and orange floors needed to start at lvl 30, not 100. So now people complain about the difficulty when the game conditioned them to be bad at the game for so long.
Rathalos is a good example, watching the enemy's tells and movements to react to it rather than staring at the floor. However rathalos type foghts would require a lot of animation talent and ai programming talent which are both severely lacking in the dev team.

It is good, but not nearly enough and being about the only thing there is mechanically, turns the game into a puzzle fighter where your biggest advantage is to already know the aoe patterns, rather than having any variable, dynamic or reactionary gameplay.
That also makes it hard until people learn the puzzles, and then they complain about how easy it is. And that's a symptom that also causes poor replay value which is also bad design for the longevity of the game.