DDR fight design isn't inherently good or bad objectively, it's just a paradigm that the devs have chosen for the game. It doesn't make casters good or bad, or encounters "caster adverse" as long as casters are given the tool to deal with them, and since it's more and more about running everywhere as expansions go, they get more and more instant casts and mobility tools to use. The whole paradigm is about dancing a predetermined ballet and all about memory and execution. If you cannot fit a cast here, then you need to find a solution and burn instant casts and use the tools at your disposal to play around, memorize it, and replay it exactly the same the next pull until you get it right.
DDR design however, makes everything extremely individualistic. Execute the dance properly or die. Do not deviate. Make excel spreadsheets if you have to, to map out your moves over a whole encounter (we already do this consistently with party mitigation in many statics those days). Follow the mcdonalidized raidplan everybody uses or get out. Even funnier, follow the prebaked TheBalance(tm) optimal openers and do not deviate, which is at odds with the concept of casters.
XIV has always had some inherent scripted design at the core, but left enough room for players to express themselves and most of the fight because ARR and HW had a lot more standard RPG combat elements and focused on different things to achieve beyond moving to the pixel perfect spot every 5 seconds. This made the caster role entirely different to play. Just think that HW BLM for instance, which solidified the turret caster model, only had one swiftcast every minute and a sharpcast to play with, with potentially a thundercloud or firestarter proc not coming from sharpcast. Everything else was long casts (over the 2.5s GCD or identical). No triplecast (and certainly not one with 2 charges), no xenoglossy (not 3, not 2, not even one charge), no instant cast despair, no instant cast paradox, no 30s sharpcast (and not 2 charges either)... And the job was fine to play. It was about tactical positioning, not about dancing like a frog in a blender all the time.


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