With coil, what you learn from a previous turn helps you in the next turns. Final coil, the mechanics are pretty much copies of mechanics from previous fights. Which is one of the reasons it was cleared so quick. Raids are like crossword puzzles, when you learn how the writer thinks in regards to their puzzles it makes solving future ones easier. The same applies to raids.

My static, everything we learnt from progressing through coil 1 and 2 came together for turn 9, which is the turn we cleared with the least practice on. Also gave us the motor skills to pass turn 10 also.

In other words, if you don't take the time to learn the mechanics from whichever turn you are stuck on. If it is removed so you don't have to or you get "carried" then you will be in exactly the same spot, just on the next turn. All those complaining now about turn 5, will just be saying the same about turn 6.