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In the late game the enemies that actually caused issues could just roll the dice and say “lol ♥♥♥♥ you get CRIT from full health to deaths door. Hope the rng turn lineup rolls in your favor to fix that” was super “interactive”
Low damage with dots you have to manage is far more palatable than enemies that could just one shot you if deaths door wasn’t a mechanic and that’s the alternative. How would you die otherwise? The bosses that lean into that design philosophy are largely considered the worst bosses in the game being the focused fault and the seething sigh.
Complaining that you get the opportunity to nullify their damage, and have more things to consider than simply "do damage, heal damage" is absurd.