So would you say that this very specific type of mechanic is harder than other mechanics overall? Because from what I've seen it doesn't seem to affect the whole playerbase equally. I do understand and have always agreed that to make up for the simplification of the battle system they have increased the encounter difficulty over time since ShB, but I'm not sure this is just it.
I probably have some form of neurodivergency as well and what seems to be a problem for me is when a certain amount of overlapping visual cues need to be solved within a fast timeframe. Up to a point, I can do it, until my brain just shuts down past that threshold. I feel that some of those mechanics have reached that point for me, while in contrast, I perform extremely well in longer paced complex mechanics like the ones we see in most of the 4th fights of each savage tier to a point I tend to find those fights part of the easiest of each tier for me.
I know how to solve the Volok swords, just look at one platform that's not glowing, go to a sword on the section that isn't to be cleaved even though the required mental/visual projection already makes me constantly double check everything to leave no doubt behind. The fire/wind swords are more problematic to me due to more overlapping parts to check but there is still tricks to apply that can be worked upon too. The main problem is mechanics as such where there is no real trick, like the moving AoE/Donut lines for instance. Whether I drop my dps rotation or not, I have so far not been making any progress and my brain just shuts down, so I resort to just follow a dorito not to be a hindrance to the group. It's not exactly the best feeling.
It's not the only mechanic as well, Gales for example, was already close to threshold for me, but I can manage. Some others however, found notably in the last boss of criterion Rokkon (rotating shadow clones, the water waves...), I have given up long ago.
What a lot of replies, although probably trying to genuinely be helpful in that thread, seem to think is that people complaining about this somehow miss the "trick" or the "strat", or could do better by deconstructing the mechanic down to its core components. But that's missing the whole point. I know what to do already. I just can't seem to do it. Volok swords are fine and workable, like superchain 1 was. But for example superchain 2 was too much. Rokkon was too much. Statice was almost too much as well. Lala messed with me so hard that it just felt bad to go through every time, but this one I could manage because the solutions were relatively static/reduced. And I'm not speaking about those stupid teacups, I just can't.
I do feel that as well. I am a thorough, highly methodical person. I strove in most mechanics until those kinds started showing up. I'm no stranger to savage or even ultimates. But I sadly do feel that the game is going further and further away from what I do enjoy, and loses more and more things I used to love and chooses to embrace things like those visual puzzles that I find very alienating. I do want to keep playing this game though, but lately some of those encounters have felt like absolute curveballs to my brain, and added to the progressive loss of all the good RPG mechanics the game used to have, it sometimes just feels like the devs have decided they want me specifically out of the game. Perhaps that's an unfair thought, but that's a recurrent feeling I've been having.