First coil is another example of a raid telling a story by locationsI made a thread somewhere in that same forum about how Phantom Train is the best designed raid encounter by far, not for its mechanics or buffs, but for the whole unique scenery, changing platforms and phases, it's actually trying to tell a whole story saga, and that's to wonder why every other boss ever is a static dummy on a platform with no rails... I don't have the answer to this to that day.
I wouldn't mind having those, but if you have actually played before ShB, we had a lot of other facets to the game that have been axed, proper and simple. A lot of resource management, teamplay, etc. They had a lot more building blocks to build things upon, unlike today. They need to reintroduce things, whether it's inspired by what we had or your ideas.. This would help both in encounter design and job design.
T3 is a joke but it does add a lot visually to how first coil feels like a single raid of a physical location split over 5 fights which I absolutely love
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