None of those things change the order of what happens though, is what I mean when I say the encounter is much more static. The debuffs always come at x Seconds passed, y Seconds later you get tethers, z Seconds later there is a tank buster. Always, and every time, without fail. Sure you may get tethered to another player than before, but that does not always change your movement. There may be a body check that just stops progression until everyone is perfect. Every group worth their salt pre plans their mitigations too, mapping out exactly what defensive to use, so thats for naught. All offensive cooldowns are already mapped because of the 120s damage buff mold of each class.
A some point, you will have experienced every minor variation (if there even are some). Then the fight plays out always the same, its predictable in a way Soulsborne bosses are not.
So really, learning a fight in Soulsborne Games and learning a fight in FF14 have almost nothing in common imho.
ETA:
its not just that, the examples I have given are not just how you interact with the encounter, it also changes how the encounter reacts to you. FF14 bosses do not really react to you outside of giving you the occasional debuff for standing in stupid. Yet, the distance you have, the attacks you do, all change how a boss interacts with you as the player. Malenia simply sidestep-dodges magic if you just spam it, for example. Its an entirely different experience to FF14 raiding.
The most interactive thing I have seen in the past few years in this game is Llymlaen giving you a spear shaped middle finger if you dare to /dote on her.



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