As a method of LABELING, not a method of COMPARING. Has the playerbase (as a whole) compared Susano to Titania and Lakshmi to Innocence? No? Are you SURE? Since BOTH were called "Ex1/Ex2", respectively. It's almost like people don't use the terms for that. Gee, I wonder why. Maybe because people weren't running those specific comparisons and so it wasn't relevant? Maybe because the Devs hadn't made their statement about their intended design goals? Maybe because the mechanics of the encounters didn't align that way?
Maybe because it wasn't what they were doing, so the nomenclature didn't matter.
You remind me of the people that say "Well, the dictionary definition of irony is 'The use of something other than it's literal intention', so no, your 'irony' isn't REALLY irony!"
I've outright explained why the way I'm doing it makes sense, complete with comparisons of fight mechanics. You don't want it to be true because it makes the argument "they've always been this way" less tenable. I get that. I don't care, though; I'm more concerned with what like things have changed over time from and into, since that's the point of the discussion, not "Well, the PLAYERBASE uses THIS TERM for this, therefore, it MUST be this and cannot be anything else!"

Originally Posted by
ForsakenRoe
And yeh, patterns start somewhere, but until next expansion does the same thing, I would chalk it up to coincidence.
That would be a valid approach (2 dots to sketch a line, 3 to confirm) if the Devs hadn't stated their pattern (gave you the equation of the line so you could sketch it in its entirety with certainty). We know that EW is a direct continuation of ShB paradigms and design structure (SEE: Healers), and that Yoshi P has been pretty consistent on this ([paraphrase]"Change it? No, we think we're going to continue what we're doing." and the like). Absent a statement that they've chosen to go a different direction, AND combined with the nature of the fights as we've discussed (or as I've discussed and you insisted is irrelevant because "the playerbase" uses terms that means fights can't POSSIBLY be similar based on anything else, like, say,
mechanics /s) lining up the way that I group them, it seems the most logical way to view the fights.

Originally Posted by
ForsakenRoe
And I say would, because I still don't see how Innocence is 'chaotic' in any definition of the word, it's about as on rails as it gets. Or Zodiark, yes the 'safe spot' is different based on the positioning of the snakes and behemoths and such, but the order of 'what is in this set' is the same every time.
And I addressed this too.
In that same quote.
Which you apparently haven't read twice now... <_<
When I use the word "orderly" I mean a combination of three things - (1) party coordination required, (2) punishment for failure, (3) how constrained the randomness is/how consistent the mechanic order and execution is. More orderly fights tend to require more coordination, but are essentially the same, or very close to the same, every time you run them. Titania's only real variations are the in/out and which way the vines run and the party has to stack for the light party hits. The fight is pretty much "you know the dance steps, it's the same every time with minor variations".
While every fight ultimately isn't TOTAL chaos - they can only be so random - some have more variations on the possible mechanics and the mechanics can be different levels of punishing. Zodiark's rotations being random is more significant and harder to react to than Titania's in/out being randomly chose (and in THAT case you know what the NEXT one will be because they're paired).
[Emphasis/bold added so you can see the important part you seem not to have read...]

Originally Posted by
ForsakenRoe
And if they have accidentally made EX trials be 'comparable to first savage fight difficulty', they could bump the normal mode of the trial up to be the stepping stone between normal raid and savage raid.
That makes no sense. o.O
"The gap is too big between Normal and Savage(Extreme, but whatever). People aren't able to make the difficulty jump and they need a shallower ramp to get from MSQ to Normal to Extreme. So let's make Normal up to Extreme!" That's not making a step, that's just making the big step on the bottom instead, which doesn't improve the situation. If you have a stairway in your house that only has steps 1, 2, 7, and 10, making step 7 into 9 and 2 into 7 doesn't fix the problem. And you can't mean make 2 into 4 while we make 7 into 9, since we're still missing steps 5-8 AND now people that wanted a difficulty around 7 have nothing. The people that previously had and enjoyed step 7.
That makes absolutely no sense.
The best solution is probably just to add another difficulty in between: Something people have been asking for since at least SB, and possibly as far back as HW...

Originally Posted by
ForsakenRoe
And no, it does not matter to me.
Again, clearly it does. I fit didn't, you wouldn't keep insisting on it...