
Originally Posted by
caffe_macchiato
So a lot of the people love the content as-is, and that's great. It's designed well, so it should work well, right?
But Square Enix Holdings Co., Ltd. decided to make a game engine that cannot deal with fast or overlapping mechanics. What they gave us instead is "snapshotting". So even if you successfully dodge an attack, the servers (aka a thousand forum posters in a trench coat) will say that you didn't, and give you a vuln stack anyway. It's one of the iconic hallmarks of Square Enix design, and because of that, it gets a ton of praise online. And you like it too, because you just need to "get gud" and "you've been playing for 100 levels anyway". What Square Enix did to "increase the difficulty" in Dawntrail content was simply add more mechanics. Think like WoW but more cool and hip. If the game was more responsive, people wouldn't complain as much about the game being hard. But that's not a good thing, it needs to be harder for the sake of it. And Square Enix found out a very smart way to do it!
See, the unique thing about "video" games is that the video is supposed to be important. So when you press a button, it shows up on the screen. But the "new" style of video games (pioneered by Dark Souls, mastered by FFXIV) is where your actions do not correspond with the video. And the key to beating the game is to do exactly what you shouldn't do. So in these new raids, you move in the "bad" zone when it's still bad but a second before not being bad. And if you can't do it? Get gud! 100 levels! The old masters of video games (1970s-2010s) couldn't handle the sheer power of "shapshotting". Only a company as rich and prestigious--excuse me, a small indie company--can come up with this ingenious system.