Quote Originally Posted by RajNish View Post
The problem isn't even that; the problem is the scripted, lazily designed fights. The problem is the "survive damage" or "don't take damage" pattern instead of "cancel damage."

They could have created fights that were challenging and fun enough for any players to complete (turn a lever, move the boss to a specific position at a specific time so it takes damage from the outside, press a button, carry special item, kill the adds' to avoid a fatal debuff), but no. It's easier for them to speed up the pace of AoE attacks and bombard players with damage and flashes of light, rather than properly develop interactive elements in the fights.

There were fights like this in ARR and HW, but they reworked them so that now everyone is forced to just run away from AOE, or memorize their pattern, and if someone considers this an interesting challenge, I feel sorry for them, because it’s just boring to be a trained monkey, dependent on ping or reaction speed, and not on thinking with your brain and knowing the way in which the mechanics should be solved.
In my opinion over this topic, we've been seeing a consistent crack in the community between the old design and the new and it's not going to get better over time. That's on them for changing the game's genre halfway through.