Like always the aesthetics of the new Alliance Raid are top notch. Good visuals, good music. But I feel like the gameplay just wasn't there this time.
For one it feels like there's just a general lack of innovative mechanics. Alliance raids are where we usually see some of the more experimental or interesting mechanics ideas, but Euphrosyne feels VERY by the book. The last two bosses especially only felt like they had one mechanic: cleave half the room, just with different patterns and tells.
The Althyk/Nymeia fight is the only one that felt kind of original with the time acceleration mechanic, but unfortunately it is kind of underutilized, only happening two or three times in a pull and always in the same way.
Compared to Aglaia the difference is stark. Almost every boss in Aglaia has something fresh and fun like Byregot's hammers or Rhalgr's finger knockbacks and meteor punches. By comparison Euphrosyne feels like the mechanics budget ran out.
The other thing is that the raid is just SUPER easy. I get that Alliance raids are not meant to be really challenging, but this one is especially gentle, even moreso than Aglaia which was already very easy. I went into the raid immediately after the patch went up, so all 24 players were going in blind. In the whole run we only had a single wipe, and most of the bosses didn't even last long enough for us to get LB3.
The mechanics don't really require any team coordination, so it is easy to just endlessly recover as long as a couple of people can stay alive. The mechanics also come out extremely slowly with a LOT of time dedicated to the mechanic "explanations" where they do an easy version of the mechanic first then ramp it up next time. By the time you get to the "real" versions of the mechanics, the boss has 30% HP left. The only real way you wipe in these raids now is if you get a full set of tanks or healers who don't know how to play to a degree that is close to griefing. It's almost easier to wipe in DUNGEONS than alliance raids now, since you only have 1 healer instead of 6.
For me personally, I find it unsatisfying if my group (myself included) can make dozens and dozens of mistakes, die over and over, and still clear. It makes it feel like doing the mechanics correctly doesn't even matter and like I didn't even really contribute to the win, like I could have just afk'd and the result would have been the same. If you die and the group clears without you, you don't even get to enjoy playing and solving the content, you just watch as others do it for you.
Considering this is content that is intended to be run repeatedly (not to mention it's the premier content of the odd patches), I feel like the raids shouldn't be so easy as to be outright boring or unsatisfying. Just look at Labyrinth and Syrcus Tower to see what that's like.
I personally was a big fan of the tuning and design of the Ivalice raids in their release state, as well as Weeping City and Dun Scaith. The bosses put up enough resistance to be enjoyable and satisfying to beat, but not so much that a weaker player couldn't be carried through. Nerfs can always be put in later if it turns out new players struggle when running it as old content, so I don't feel like there's any real reason why we couldn't have that kind of tuning again.
That's all. Just my feedback for the devs. The players, even the average ones you get in DF, aren't as incompetent as these raids insinuate. Have a little faith. They can handle more, I know because I've seen it. And I think it would make the game more fun to play.