That was what I was trying to explain (though apparently I didn’t do a particularly good job of it)

For those that don’t know in T8 (second coil turn 3 against the avatar) his main mechanic was 4 towers that sat around the edge of the arena, each of these towers would periodically activate and do a mechanic and you could chose to turn different towers on to speed up a mechanic to place it at a different part of the fight

Allagen field was a debuff one tower put on a player at random. This debuff was like proto macrocosmos. It would store damage taken by the player with the debuff then release it at 10* the potency at the effect expiration. So during the time you absolutely could not let the allagen field player take damage so you had to organise the other towers around not overlapping with allagen field. HOWEVER, you could chose instead to power shield the allagen field player and dump all the towers in the allagen field window if you could mitigate properly which would deactivate all towers at the same time for a period which would give you some downtime

So there was legit choice that affected downstream parts of the fight. T7 which would actually desync itself is another (very bad) example if you organised the renalds incorrectly

So it’s not just superchain arrangement A or arrangement B, it’s the fact you could manipulate the entire fight around your own parties strengths and weaknesses if you knew what you were doing