
Originally Posted by
Taranok
I disagree. The fight design is driving the game off a cliff. It's easy to understand this if you look at how class design has been happening. A fight comes out, classes have trouble doing the fight, classes change to fit the fight. New fight comes out, classes have trouble with the fight, classes change to fit the fight.
It's actually such a huge meme that you can exactly predict what will happen in future fights based on what buffs classes get. For example, esuna being instant is a direct response to chaotic's 4 second doom. Classes got massive aoes right before arenas became massive. When classes aren't buffed, like BLM not having enough movement in all of endwalker, fight design kept getting more movement and eventually BLM fell in line because no one was playing it or the fights got so stupid the devs were forced to deal with it.
There's a lot of problems, but the big one is the devs have this idea in their head that every job must do every mechanic equally. So every fight is just full of identical mechanics. "The boss is doing a donut, time to run in. Oh look, the donut is now a donut hole, time to run out. Oh look, we gave everyone a ton of movement. Time to make it more than a single wiggle can solve, more movement for all!"
This is also being combined with making fights progressively faster and faster to the point where the game's netcode can't keep up, so sucks if you're on even normal ping from east to west coast! But healing gameplay is just getting more frustrating while still being boring, and tanking gameplay is a binary pass-fail still, just with more oGCDs you need to press.
Frankly, the fight design shows the devs don't understand what the problem with the game's gameplay actually is.