It's always funny to see how you abstract away all flavor and mechanical difference from encounter design, yet do not abstract job design to the same point of "just pressing buttons in the correct order". I asked you in the other thread, but I'll ask again, what's the alternative? Everyone just standing there doing their "ultracomplex" rotations that you want back? You are playing an action MMORPG where movement and actions are expected to be performed at the same time (the lvl 6 hammer beaks in Central Thanalan were the earliest mob I could find doing an aoe cast with an orange indicator), with bosses trying to reduce player's hp pool by doing a variety of attacks to force players to engage their job kits and to move. To force people to move from one area or another, there has to be some mechanic to facilitate the necessity of that move, either by making parts of the arena unsafe (line or circle or cross or donut aoe, puddles, pizza slices, rivers, knockback, line of sight), or requiring everyone to move together to a spot (stacks, towers, debuffs, baiting, meteor placement, tethers), or away from another (flares, towers, debuffs, tethers, baits). You complaining about this is like complaining that new shooter games always feature the same old boring shooting. Maybe it is indeed time you start to reconsider whether this genre is even the right kind of gameplay for you, maybe some turn based strategy is more to your liking.

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