
Originally Posted by
Seibah
Think of this game's battles like a spelling test where people are all given equal time to review the words and are fairly talented at spelling.
Whether they maybe hear the word wrong, make a small mistake by putting two "s" somewhere, a typo, a brainfart, whatever. They're all still clearly talented and capable people who, between 8 different brains, could make marginally small, human errors throughout their respective tests. Small errors that speak nothing against their skill. The test is still easy, human brains being what they are, especially between 8 people, may not achieve absolute perfection between them every time.
Many of this game's fights are designed in the same way. The raiders are capable of doing them. The raiders are capable of working together. They are more than skilled enough to down whatever raid they're on. Yet even the smallest error from one of them is often enough to wipe the entire raid. That doesn't mean the raid is necessarily "difficult" in that it actually tests skill. It means it brings down massive punishment for even the smallest mistakes, so one needs to sit around an incredibly long time to clear it because of how harshly it punishes the smallest human error.
That is more of a timesink than truly testing the skill of players, if you ask me.
That being said, I still enjoy playing and clearing stuff in this game, because it's really fun to overcome obstacles with your friends. I would just say my reaction upon clearing stuff is more of a "****ing finally" than a "wow guys we are good at this" or something.
Just want to say not all the game's fights are like this, though. I actually enjoy Twintania because it feels more reactionary than some fights. I know people complain about her, but stuff like twisters you see in the cast bar then "react" to. Or you need to find and react to whoever is binded before the dreadknight reaches them. It's a bit different from, I dunno, Titan, who has people just remember every single thing he does every time then follow that exact pattern. Turn 4 is another good one. And even Rafflesia has a lot of mechanics that can be handled in different ways and won't necessarily wipe you for making mistakes here or there. It's stuff like Melusine that really holds raids up because of the nearly zero tolerance for human error present in them, in my opinion. Once people actually figured out how Twintania worked, I think she was difficult for the right reasons (punishingly hard dps checks, needing to react to dbs/twisters, etc)