
Originally Posted by
AllenThyl
Correct, it's not. That's the whole point.
Let's take your example of Aurum Vale's final boss, Miser's Mistress. All attacks happen at a scriped time, from the aoe that inflicts everyone with the debuff, to the single target spell that afflicts a single person with the debuff, to the tankbusters, to the add spawns. The morbol fruits are in fixed positions and they have fixed respawn timers after they are used. The only random element in this fight, is the target of the single target spell. Generally, especially with undergeared sprouts, the DF solution is to simply use a fruit with 2 stacks. However, this fight could also be completely DDRed with fixed positions and fixed usage of fruits, and fight would be cleared reliably by that strategy every single time.
The reason this fight is YOLO'd in duty finder groups, is because there is no need to have a proper strategy here. There is barely any failure state for this fight, and the only real mechanic going on is the debuff. Why? Because it's content for beginners, meant to teach them to watch their own debuffs. However, surely, after 4 expansions and hundreds of hours worth of mandatory combat content, a game designer can expect for people to have learned at least something along the way?
This is precisely why I asked for an example, because it's the whole "Nael phase is truly random" situation all over again. You CAN clear UCoB thinking that the Nael phase is random, but that doesn't mean that it actually IS random. By never bothering to actively learn fight patterns, every fight will always feel completely new and random. But discussions about fight design of this game need to be grounded in the fight design of THIS game, and not in a fantasy or nostalgia version of it, where things are "remembered" different than they actually were. Because if the devs get feedback along the lines of "make the fights more random like older fights", and then they look into the code that controls said old fights, just to see that there is literally no difference in randomness, what are they even supposed to do with that feedback?