Quote Originally Posted by OMEGA_HACK View Post
1) Simplify the number of mechanics to an easily memorable amount (players should not have to study like its a 100 question test) I would say no more than 4-5 mechanics
2) Slight increase in time between mechanic executions, as a pay off to keep the challenge alive, make the mechanics even less forgivable (as in you mess up, you die)

I would say that when designing content they should take into consideration that roughly 40%-50% of their players should be able to clear it while it is the newest content. 50%-70% cleared roughly three quarters before the next new content, and finally 70%-85% cleared by the time the next wave of endgame content arrives. I understand the Echo is what helps them achieve this in terms of get that clear percentage but based on what is seen on the game and on the forums they are no where near the percentages I've listed.
No fight in this game has 100 mechanics piled on top of each other, hyperbole or not.

I'll extend the same question to you that I asked previously.

Quote Originally Posted by siverstorm View Post
You complain about too many mechanics. How do you fare learning all the other mechanics of literally every other fight in this game? Or are you one of those people who always end up dead in towers and trials because you can't be bothered to figure out how the mechanics work? Because that's what you're sounding like.

...

There are many players out there trying to learn or even players who have cleared everything willing to teach. But when you make 0 effort vs these players who are trying their hardest (and succeeding) even now in 2.55 to clear T5/T9 in pugs why should the game cater it to you?
The changes you're describing are literally the tower raids. Coil, and by extension the hard mode Alexander are tuned to be harder than that. You're complaining right now that it's too hard without explicitly saying it. Titan could be learned in a night of pulls and it boils down to everyone just dodging properly. Titan ex is also tuned to be easier than T5/T9 by a significant margin. The only communication really needed was tankswaps and even that was obvious.

If you don't want to join a static because of whatever excuses you want to come up with, its fine (flexible statics exist as well as statics that only raid once or twice a week, but you sound like you refuse to put the effort into finding one). But if I can see pugs in 2.55 clearing T9 after spending a lot of time learning the fight, phase by phase, sifting through players lying about their experience, then your argument doesn't hold. You'll just come back saying t10/t11 is too hard because it requires team co-ordination or t13 is too hard because of the sheer amounts of unavoidable damage that go out.

Endgame in most games like this don't really live up to your ideals anyway. It's like arguing that it's unfair doing the harder modes in Kingdom Hearts makes unlocking the secret movies easier. Or the small group that cried way back "the relic quest is so long and grindy but the raiders get free weapons from t9/t13".