I have quite literally been responding to a huge chunk of posts in my own thread. So I'm not sure where you are getting off that I'm not responding to my own topic. But since you want to assume I'm trying to avoid my own topic...
You have not even given a good example of how bullet hell games even correlate to FF14 endgame. They aren't the same. Dodge this attack, hurt the boss...that's like every combat game ever (outside of FPS and RPGs). Which brings me to...
Most games featuring combat of a sort are like this. If you really want to break it down, Mario does this. 'Don't run into a Goomba unless you have the Star Invincibility...jump on their heads. Watch for that moment when chain chomp stops bouncing on the ground, wait for him to try to strike in your general direction, and dodge/avoid as appropriate. Jump on bomb-omb to disable it and then react as appropriate before it explodes.' Pretty much all Mario enemies have a pattern. Same with 2D Castlevania. Watch for enemy attack patterns, react as necessary. If your argument is that the connection between FF14 and bullet hell is 'learn the pattern, optimize, repeat', platformers, some FPS, some RPGs/action RPGs, and a huge swath of other MMOs do the exact same thing.
Why don't you show me the bullet hell equivalent of the following, since you are being very adamant about bullet hell:
All Savage raids: unavoidable damage, tank busters, healing
O1S - fireballs + ice slide
healers having to deal with Charbydis
intentional boss positioning for his clamps, especially after the one he uses from the edge of the arena
O2S - double stack markers
placing down tentacles
double stack markers while running
-100G
the gravity mechanic itself
O3S - Critical Hit
All variations of Queen's Waltz
The entirety of the Library Phase
Animal Farm
Iron Giant + Ninja phase
Reapers + Tethers phase
Originally, I was going to dispute this. But now that I think about it, in a sense, perhaps you're right in that trial fights are similar to speed runs. While the fights themselves do promote both efficiency and quickness, I wouldn't say it promotes players rushing. The fights promote optimization in a timed window - basically, they test if you really know how to play your job. Trust me, a lot of us who have been through some difficult wipes can tell when players are rushing - they make silly mistakes in frustration, show that they are incapable when under added pressure from a mechanic/series of mechanics, and/or screw up a rotation and are unable to recover from that.



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