I can't really think of a way you can remove mechanics and preserve difficulty without resorting to awkward and antiqued fare like Everquest and Final Fantasy XI. Is there really such a desire to return to a period where it was mostly about who you knew and how much time you could dump in?
When people say they want more focus on the job, they need to be more clear. What is it that we're not pushing to the brink as is with our jobs during Second Coil?
It's probably possibly but I don't think any of us have put any real thought into designing encounters like that.
Who you knew and how much time you dump isn't a factor. The writer of that post didn't say to remove things that made it easier to link up with folks. It's just to move away from mechanics only.
I don't mean to be blunt about this, but there is content in the game that doesn't require all the pattern and mechanic memorization. Lower dungeons and CT are there and will continue to be added, and are a lot more forgiving to mistakes then coil, which is meant to cater to the kind of people that do enjoy that kind of mechanics heavy content design. There is actually a lot more content in the game that doesn't take that skill set, it's just that because of the nature of it it doesn't take weeks of learning to beat it, so it is less fulfilling. The second coil has a total of 4 mechanics heavy bosses that would have no longevity for the people that do them at all if they weren't the way they are.
CT and the dungeons being added aren't bad but they're really a content bridge to the real endgame. They really aren't great for maintaining the player base and helping to bridge the gap between the mainstream and the hardcore, in that blogger's words. In particular they become outdated as the game gets updates and are forgotten unless it becomes a part of a progression milestone for players. It kind of doesn't matter if it's not worth doing.
The approach that the original poster points out is for content moving forward. This is important because it's usually the top-end content, at some point, that becomes the lower and middle level content for a game as it gets updates. Even then that's only momentary. When it stops being worth it, then it gets ignored, etc etc. They are probably a couple of examples in XIV alone.
At any rate, I just don't understand why they would not apply that sensibility to the actual top-end content. My two favorite fights in 2.0 in my time with the game was the CT Boss, insta-kill mechanic aside, and the Tonberry King in WP. They have their twists but aren't over reliant on those mechanics. I mean they're dirt easy but they're pretty well-designed fights, IMO.
I still don't uderstand what skills are needed in T4 that aren't preminent in other turns. Is just a continuous DPS check, and very easily brute forced in consequence. For the tank? the hardest thing is phase transition (specially if you are OT), but phase transition and "add grabbing" is a part of many other Turns or bosses (Garuda or T6 specifically) and for DPS is just to maximize DPS and manage your CD effectively, something that is also very prevalent in many other Tunrs or bosses.
And never played healer on coil, but dosn't seem very different in terms of skills. In the end, Turn 4 was the easiest turn for a lot of groups, because as soon as people got some i90 gear it was just a walk in the park. Also is the most boring Turn so far, if that's what people want, then the game will be a borefest.
T4 is very no nonsense in regards to mechanics. It's much more responsive to the input of the players, essentially. The actions of the group are have a bigger impact on the fight itself than many other encounters in a variety of ways. Like from a DPS perspective, do i kill spiders really fast but risk lower resources? Do I kill slower and have more resources but risk more adds? Do I hit my buffs here or should I time for big one? Etc. These kinds of decisions affect the flow of the fight later on. I could probably keep going on about it but it'd end up being a really long post, lol
But compare this to Titan where the job of a DPS is to go nuts and just dodge a few plumes and landslides. Their actions have no direct change on the fight aside from killing the boss. You get changes when you aren't doing your job but that doesn't really count, lol.
I'm not sure removing mechanics will do anything other than make the fights significantly easier though, even with a presumed increase in the dps/tanking/healing requirements. I mean, there's some upsides to that- latency becomes much less of a factor- but people are usually pretty good at pushing buttons. It's stopping pushing buttons and moving around, or saving pushing buttons for a burst phase, or other things that pretty much all the difficulty in FFXIV comes from. I don't think that could change without an overhaul to the combat system even bigger than 1.0->2.0.
You could remove a few and increase the strength of the boss. Or redesign mechanics to work differently, etc. There's a lot you could do. Imagine if Titan's Heart ate all your MP if you didn't get it down (as someone in that thread mentioned). instead of insta-death? What if Ifrit was like His 1.0 version where his rotation was random aside from not using the same move twice? As I recall anyway. Stuff like that.
Going back to WP, that's an example of a fight that uses a mechanic where it's up to the player to deal with. Do I kill a lot of tonberries to prevent adds but risk my tank getting one-shotted? Do I not kill any and risk the the team getting stabbed in the throat, etc. Stuff like that can be challenging but fun because you're making decisions throughout.
This is true in some situations (Allagan Rot), but I don't believe every fight mechanic falls under it (most mechanics from T5).
How so? I feel like T4 leans heavily towards player ability with mechanics taking a backseat; the only noteworthy mechanic in that fight is the interaction between bugs and Dreadnought IMO. That turn feels like a giant test on each player's understanding and execution of their role's fundamentals (cooldown management, threat generation, etc.) without mechanics getting in the way, honestly. I'd say the new turns are better examples of what you want over T4, but since you aren't familiar with them it'd be unfair of me to focus an argument around them.
As for gear, I will praise T4 for its flexibility for multiple successful strategies based on gear on the last phase.
Titans' heart, Ifrit's Nails, Garuda Twins, Rot, The giant snake's stacks, ADS para can almost be that, lol. Ultima's beam spam. There are a lot of stuff where you mess up and no dice, you can't recover because it's too hard or it's insta-kill.
I think the bug and Dreadnought is simple and affects your decision making. Most want to kill as many bugs as possible but as a result, you end up eating up your resources fast. So how do I pace myself to beat it without eating it all up? Can we handle the Dnaut eating one bug? etc, etc. It interacts with the players very well. It's not very mechanic heavy but it's a big enough twist that it can affect how you go about it. That's kind of the mechanic that works the best.