Quote Originally Posted by Ustav View Post
Are you contradicting yourself? You say you prefer a complex, tough fight over some simple and boring then proceed to say you are "not going to take the harder route if a more simple one is presented."
Because making something harder artificially isn't the same. It's like trying a gimmick, like doing Titan HM in swimsuits. It feels artificial when you know you're gimping yourself.
That's an extreme example and Turn 2 is obviously not as bad as that. The non-enrage method even takes less time than the enrage one.

On one hand, I understand pugging can be tough so it's nice that there's a way to get through Turn 2 without getting lucky with a good pick of people. I'm not really against it.

On the other hand, I think the game needs more complex, challenging and interesting mechanics. Turn 2 is one of the few parts of end-game where group coordination is a thing and this should be encouraged. I am hopeful, though, since most of Crystal Tower have such mechanics and so does Ifrit EM so I think they're heading in that direction.

Encounters should require a certain level of complexity and, in some cases, allow for you to make the fight harder as well. I think to some people, turning one of the few cases where there's a certain level of group coordination into something much closer to a tank and spank is upsetting.

Having a harder/simpler route really only applies when the simple route is the normal route and the harder one is crazy challenging. Instead, it's more like normal/easy. No one complains if you can make a fight harder for achievements/bragging rights. They'll only complain if there's a built in easy route.

I'm not really against the enrage method, but the design does seem weird. The node mechanics and which you decide to kill are part of the base design. You shouldn't be able to throw it out.