I feel this way too, especially in Endwalker. Normal modes have never been "hard" but I feel like they used to put up enough resistance to make clearing them satisfying. Now they are so easy that it feels like my input doesn't even matter, the group will clear whether I play well, average, badly, or just do nothing. That is very boring, and so I now tend to actively avoid doing normal content unless I really want something from it. It's even more true of lower level content, with ARR and Heavensward content now being so undertuned due to battle system changes over the years that failure is almost impossible.
Dungeons now seem completely standardized of 2 packs - wall - 2 packs - boss - repeat. There are no longer any sections where you can try to do a really big pull, and in fact you're often limited to single pulls. Bosses can't kill unless you fall off an edge, get doom, or fail multiple mechanics simultaneously (and if you're a tank that's not enough either).
Alliance Raids have suffered the most, I think. EW alliance raid bosses die before you see all their mechanics patterns even on-content. Like 30% of the time is just nothing happening while the boss casts. By the time the boss has gotten through the "tutorial" versions of its mechanics and is starting the harder versions, it's almost dead. Nald'thal is even killable before he does the scales mechanic, the signature set piece of the entire fight. Even if you don't care about challenge at all, you have to at least acknowledge that it's not great as a spectacle experience to skip everything the boss does and kill it before you even get through 1 loop of the music. Its such a far cry from legendary bosses like Ozma, Hashmal and TG Cid.
The 6.4 normal raid and trial at least feels a -little- stiffer than usual, I think owing to what seems to be larger boss HP pools. However that may just be because it's early in the patch and no one has any new gear yet.


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