Quote Originally Posted by Raikai View Post
No wonder why Barb EX is regarded as the best trial in EW.
Barb might honestly be the best EW encounter. Not that everything else sucks, cause there are other good fights too, but Barb is on another level. Even still though, there’s something about the Mog fight that I really enjoyed.

The enrage is something your party had control over. Healing the fight is more dynamic because there are more sources of damage on not only the tanks but other players too, had Esuna mechanics, lots of dodgeable AOEs that you can afford to get hit by since it’s easy to lose track of them and this easy to get clipped by them, and it’s also not a fight where all 8 party members spend 95% of the fight inside the boss’ asshole.

As mild as the impact of everyone huddled in one spot inside the boss mechanically is (to which I mean, it’s not an inherently bad thing in terms of gameplay feel) it’s so bizarre to me how that looks. I like for players to have different places they want to be in, where ranged can actually be ranged while melee stay melee. Ramuh EX is another example. You want to stay spread out most of the fight, ranged wants to bait charm by staying far away, but also has to leave the water during thunder strikes. There’s orbs to collect, a tether to break by collecting orbs and a reason to clip players with your AOE to break charm. Why can’t more fights encourage movement? And not hyper strict movement, but flexible movement.