Quote Originally Posted by Supersnow845 View Post
Except there is basically no compensation or correction anymore (same as there is basically no triage healing) you do the dance or you blow up. P12 is god awful for this.

[SNIP]

With super chain is 1 solution and if you get it wrong we all blow up. That raid design gets so stale because your optimisation is already done by a spreadsheet you just have to execute it
Yeah, that's encounter design problem, not combat system (they're closely linked of course). There are many variables in all of this and i feel it's more difficult than people realise.
Quote Originally Posted by Aravell View Post
People always claim that complex jobs can't exist with complex fights, but why does it have to be one or the other? Why can't there be a good balance between the 2?

If you take complex fights to the logical conclusion, you get what we have now. Fights with debuff overload that requires you to parse all that information within 5 seconds or less and execute it or your entire team blows up. Is that fun? Depends on the person, but I find that kind of design highly frustrating, it's also a bigger wall for less experienced players than harder jobs were.

[SNIP]

Edit: Come to think of it, even stack markers have been Endwalkerised, [SNIP], can't even choose to hypermitigate stack markers anymore.
It's just the devs designing encounters differently. I do agree that encounter design is stale because everything is in an arbitrary square or round platform and there's never any texture to it, like, why not design a fight on a train where the fight changes depending on which car we're on. A rudimentary version of this exists in the early Omega fights, but that is still basically a rectangle arena.