Also, please...the actual asset creation is the smallest part of creating a fight. The length of development is about balancing the fight as it is played, to prevent bugs, people cheating, the fight breaking the servers due to memory leaks, the fight actually being within human reflex time and capabilities, the time it took to think of and layout the attacks they wanted, and to conceive of the level of difficulty in terms of game mechanics. They didn't give this to an intern and told him to make a hard fight, which he coded in a weekend. Stuff like this is the experimental content they talked about when they reduced the amount of dungeons we'd get in a patch cycle, and even the experimental content they do give is sparse.