What do you mean Endwalker started this slow slide towards insanity on mechanics design? Matoya's Relict and Pagl'than on release were harder than any MSQ dungeon Endwalker had to offer. Endwalker's dungeons were genuinely something where I had to turn my brain off to even do them. As a healer, the only time they got fun was when the tank was bad.
Zeromus and Rubicante were mildly difficult on release, the latter mostly because its telegraphs were a bit weird, the former because it was kind of a fast fight. But those are also trials, not dungeons.
I agree we need a reset and rethink on how classes should be designed. That much I do agree with because job diversity is kinda awful at the moment, but I don't think there's a genuine problem with current fight design. 7.2's fights have been awesome. Not so easy as to be a slog, but easy enough that you can intuit them after 1 wipe if you read ability names, use basic pattern recognition, and look around the arena and at what the boss is doing. The only fight I think genuinely might be too hard for casual play is M7.


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