No they didn't. Unless this is a stark difference between the EU playerbase and the NA playerbase that noone is aware of. Most jobs hates AST's Arrow as yo ujust ran out of resources faster, coupled with the fact noone used the party resource generators, made content feel incredibly bad when you just have to stop attacking due to no fault of your own.
As for the topic as a whole, I am still in the camp of all fights have been 'DDR', whatever that happens to mean, how people define it is so vague, it can apply to everything. At a set point in a fight, you do thing, welcome to everything ever. Let's have something that is a bit more descriptive to actually narrow down what the issues are, what mechanics in the past did not follow this 'DDR' format and why they do not count towards 'DDR'.
As for some things said in this topic, let's go through them, remembering all of them happen at the same point throughout a fight:
Forsaken 1 in O8S, the whole shielding before the debuff goes up to soak the meteors is not needed. If you have the correct number of players in each AoE, the meteors do ZERO damage. The reason for the pre-shielding is so that you can more quickly soak the damage from the tethered heads for more uptime, but you do technically have time between the meteors and the heads to sort it out. The pre-shielding is just an optimisation for the mechanic.
As for the other videos in that same post, that says nothing and doesn't prove or disprove a point either way. You need to explain why they are not classed as a 'DDR' mechanic so that an actual discussion can be had.
But in the definition of 'DDR' that everyone uses, these things happen at set points and you deal with them the same way.There was something fun about dealing with Chirada and Suparna in different groups, or fighting in Bahamut's giant hand and doing that weird Neurolink/Conflag mechanic. Always found some of those weird mechanics to be interesting and thematic. Not sure we'll have those again in the future.
But isn't changing how things are telegraphed a good thing? By getting rid of environmental tells you are restricting how these things can be communicated. In a way, this would 'simplify' fights and make things feel samey. If you want things to be different, you need to mix things up. Even similar mechanics can feel different depending on how they are presented. Take M4 and the front/back laser memorisation and then take M5 with the 8 frogs on the edge. Both mechanics tell you what is happening before it goes off, the difference is, you have to memorise the canons but not the frogs, as the frogs stay around. They are still ultimately the same thing, stand either here or there, but I bet they do feel different to parse and execute because of the difference.It was done moderately so far but I do feel that recently those have seen a wild resurgence, notably in Criterions like with Moko the Restless or Statice (those two bosses absolutely destroyed me, I am genuinely unable to follow which is something that has never happened to me before in challenging content), but also the new NM raids.
How about line AoEs that cross leaving safe squares between them, compared to, again, M5 where alternating squares on the dancefloor are the danger zones. With the line AoEs, you tend to want to go to the areas diagonally from your current safe square, with the dancefloor, it is the adjacent ones. Same concept, slightly different execution.
This also leads into something that bugs me a lot and that is the 'all fights are just mechanics X,Y Z etc.' Of course they are, those are the basic building blocks of any fight, it's like me complaining that all jobs are composed of GCDs and oGCDs and are therefore all the same. They aren't. They all use the tools in different ways and this has always been the case. As for some mechanics that don't get used often or at all in recent times, you have to ask why? Is it because they were bad mechanics, is it because the players didn't like having to stop their rotations to deal with it? (which would be a bigger issue in today's job profiles than it was back in HW).
TL;DR, Let's be more specific about what we actually mean when we say 'all fights are DDR', how and why, so that the actual issue can be addressed and not the vague sentiment that means nothing.