Hate to burst your bubble but the same arguement can be used for those. Each fight had a "gimmick", "order", or "strat" attached to it. The fights were kited, tank/spank, "burn", or range only. I mean, every RPG pretty much implements kill monster don't die strat lol. FF11 is not the holy grail of skill-based fights as people clouded by nostalgia think it to be.
Also what you have pointed out in your list was more like... a variety of enemies. The game will have more enemies sure, but due to the mentality and way the game is design it will never have moments where people only bring blunt damage or piercing due to it being the "best." SE doesn't want people excluded from fights and when a game is designed that way, the sacrifice is that the fight will be based more on dodge mechanics, timing, and knowing when to push/hold dps. This is why the game feels... repetitive, boss fight wise
Aside (not to person I quoted):
This will sound elitest, but if people aren't capable of clearing EX primals/T5 easily each and every week (farm mode) then they can't really complain too much. They are part of the reason why boss mechanics don't get more complicated. I.E. if a larger percentage had T5 clears it might raise alarms at SE that content is beyond too easy. Thus we can't really blame the dev team for the majority of the community just being... bad, thus catering to them.



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