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Yeah i think your pretty spot on. Like if your in a bad spot or something, sure you can iframe to avoid it if your smart. But like you said, some fights thats not an option.
Tasha is a big one where she has 2 people with top/down cleaves. You can frame the first but the second is delayed enough that for MOST classes, your Iframe isnt off CD yet. Resulting in a forced hit.
Maybe Corpses can have mechanics but i think atleast having a way to either
A) get someone back up quicker like ff14 has.
or
B) a super small safe spot still or maybe a way to tell what the corpse is getting atleast
its not liker 14 where you can see a dead dps and be like "♥♥♥♥ their stack is going random" and prepare yourself
all of these no one knows what they have TILL they have it. So even if lets say you can save it. (Tasha example again with two people having half room cleaves) its way more difficult to adjust or preplan around it.
I think the most elegant solution to this issue, if it's something Mino sees as an issue to be fixed rather than an intended punishments on these fights, would be to have the mechanics which create layered unavoidable damage situations specifically prioritise living players.
The patterns that hit too often for iframing are very few in number and could probably be given that behaviour. On normal mode the only patterns that come to mind are the stack marker on the fire dragon with the rotating beam (if it selects a dead player multiple times in a row), the Tasha cleaves, and the color matching markers where players must stack with each other as well as the marker.
On Hard and Lunar I think having unavoidable damage for player deaths is probably a lot more common but also less of an issue because they're meant to be much more punishing fights.
Personally, I enjoy having mechanics go on living players more than dead players simply because it's more fun to me to play the mechanics rather than iframe something. But also this is like, the most minor of minor issues in a great game, so I'm approaching it as more of a thought exercise than feeling this is truly an issue that needs a fix.
Ah, yes. Having a teeny tiny selection of fights that make the players use their brains totally counters the entire rest of the game being a snoozefest with DPS rotations so simple, a literal toddler can follow them like they're a Fisher Price pop up toy.
And people here are whining about NORMAL being too hard, so actually use a comparison to XIV, in using a hard mode trial, or a dungeon, which takes absolutely zero brain power.
I'm sorry I offended the Yoshi P defense force, but go take that frustration out on something that matters, rather than defending design decisions that even the Devs have acknowledged have gone too far.