Quote Originally Posted by AyumiCosplayGlam View Post
Interestingly enough, those are some of the bosses i hate the most.
Not because they are hard, but because its annoying that they have completely different fight design than the other 95% of the game and you basicly have to flip a switch inside your head to think like ARR Square Enix and deal with its old shenanigans.

The way i see it is that its better to fix the outliers so that they are more aligned with the rest of the game, rather than starting implementing unintuitive gimmicks like those randomly in newer fights.

This is why i am advocating for a rework of Coils of Bahamut in particular and Crystal Tower for a long time, because they represent a fight design philosophy that does not exist anymore. It misrepresents what raiding actually look like for new players and regardless if they like it or dislike it, they are ultimately misled about what to expect later from the game.
I would be so sad if they did. They already butchered most of the old bosses that got reworked to turn them into the same vapid pasta sauce...

Quote Originally Posted by TaleraRistain View Post
Where do you see the unique characteristics of these fights elsewhere in the game?

- the Cuca Fera fight in SV HM
- Diabolos in Lost City of Amdapor
- the purple crystals in Dzemael
- the Zu in Pharos Sirius
- Hullbreaker kraken boss
- Arioch in Lost City of Amdapor
There were a lot more than just those, even in HW actually. Mustard dragon in the Aery before the duty support rework comes to mind among others, very intricate mechanics actually, but it was made irrelevant by people just being able to bruteforce through them unfortunately.