Honestly, this thread is sort of delving into a core weakness of "MMOs" that people don't like to talk about and that is giving basically all control of the game experience to the company owning the servers running the game. Great example is comparing this to something like Pal World that is a survival monster collecting game with a lot of grind. If someone hits end-game in pal world and they don't have the time to dedicate to breeding 50+ combat pals for a raid boss, they can change the settings for how long it takes to hatch eggs, increase the amount of items dropped or found, and basically give themselves echo if the need it. In FFXIV everything is set in stone and if someone wants to even have a chance at getting something from a piece of content, they have to stick to the exact level of difficulty the game developers set for it.
And hard content does deserve to exist in the game, but accessibility is also key to the content and that isn't just talking about having the ability to physically sign up for the content. The truth is that the entire direction of hiding mechanics to make things hard, or making the tells shorter to make things harder, while also having things instantly kill an entire group if they mess up, is a cheap and dirty trick to hide the limitations of the game system and encounter design. Either the mechanics are hidden but survivable, or the mechanics are visible but lethal. Path of Exile 2 has a lot of fights that are freaking hard to beat with certain characters, but I can tell what is going on instantly and it is fair because the player knows all the information within clear view thanks to the isometric view point. Go into Cloud of Darkness or even m4s for the first time and when there is clear information that is visible to the player, they can do nothing to adjust unless they already adjusted or knew where to look. The "death hand" mechanic being a very good example of hidden information that isn't clear to the viewer.
Also, FYI it is the lack of clarity on the attacks that has forced people to want simpler rotations, not just dps requirements or lack of organic ways to deal with encounters. People have to spend time looking around the arena just to figure out what is going to happen and because they dropped the visual aids it completely nullifies the point of having a simpler rotation. The developers literally gave people something they wanted so that they could play the game better and the game designers were so terrified of the amazing power to see the arena, they made everything harder to see.![]()