Quote Originally Posted by Rilifane View Post
What is more ironical is that the endgame raiders didn't even ask for it for the most part. Having some burst at 90s, some at 120s and some even during other windows was completely fine for most of them. I can't remember a single "please streamline everything and give me full uptime on every boss, everything else makes me feel uncomfortable" threads and only very, very few posts with most of them coming from people aren't really into it but rather do it for glam and want to get it over with as quickly as possible.

On the contrary, I've seen a lot more people disliking the perfectly scripted and aligned down to the second burst from everyone, feeling like it cripples design, takes away decision making and optimization options and find easy uptime fights boring for the same reasons. Especially the physical ranged role has been up in arms over this for years now because the unique advantage their role had is completely irrelevant now since everyone can keep uptime just like that in most fights while they still suffer from their ranged tax.
So, who were these changes for? Because they sure weren't for people that genuinely enjoy endgame raiding.
The whole direction of Endwalker seems like the dev team once again overcorrecting based on criticism to specific things. Uptime complaints were abundant mostly throughout Verse because E6 and E8 were notoriously bad for losing downtime with no means of adjusting strats to accommodate for it. Granted, NA did opt for the worst possible strat to exasperate the issue but the point still stands. Instead of addressing those specific cases by focusing on fights where downtime could be mitigated with creative solutions, they scrapped it altogether. Now you have boring strike dummy fights that only showcase why Prange movement tax is laughable. Then again, the sheer number of Prange players who can't figure out how to flex for P1S remains staggering.

Burst phases are similar, though more a product of the devs insistence on dumbing everything down to be near fail-proof. The hilarious irony is several jobs have become so incredibly rigid due to this change, they suffer more now than ever before. Bard, Dragoon and Summoner are notorious for having their damage completely crater if forced off the boss or said boss jumps away. Meanwhile, Gunbreaker has been made worse with the addition of Hypervelocity making it even harder to weave or re-position bosses and even the newly released Reaper doesn't help well with forced downtime. Something which Dragonsong has highlighted immense as it went from being the most popular job in Savage to the second least played after the seemingly forgotten Machinist.

A lot of their changes since Shadowbringers have been... questionable to say the least in who they're actually appealing towards.