Quote Originally Posted by Wind-Krysvein View Post
Honestly, it's stuff like this, along with many other intricacies, that makes me long for the dungeon/raid design of ARR. A lot of the game's most creative raid stuff, like ADS's ability/resistance hurdle in 1-2, are in the Coils.

I don't give a honk if this is an unpopular opinion, but at this point everything just feels like it's been finetuned and grounded into a very specific paste, and most of the content just ends up giving the exact same vibes over and over again.

Is there even a reason to call raids "Raid Dungeons" anymore? They've far more in common with trials than with dungeons.
I would prefer this aswell. Set on stone script is boring after a while