1) You cannot raise during combat (as far as I can tell)
2) I haven't seen or encountered any hate issues in my runs. To be fair, in all cases, either I or my friend was the tank and we both have extensive experience tanking in XI and XIV.
3) Infinite may be the wrong word. Fights don't last long enough for mp to become an issue. We beat Ifrit, naked, in 7 minutes. I pressed cure every 2 seconds (or whatever the GCD is). The only time was failed was when our random 4th member (fully geared) failed to dodge eruption, or when I failed to dodge it. I even had time to keep Aero on Ifrit, and Stone 2 / Aero the needle when it popped up.
I'm going to start assigning homework to people who don't do their research before posting. The level of spreading misinformation on these forums is to **** high!
1) Yes you can.
2) Subjective. I have. Again, the exhaustion factor happens when things go wrong
. Someone stood in a plume without his HP capped off, someone didn't get out of the electrified lake on time. Someone tried to stun a bomb forgetting their stun skill is on cooldown. Someone diddn't their combat rotations right. The team diddn't focus the proper adds.
If you do everything right the fight ends in short order and you get out of it thinking it is easy. Each time you slip up, you add to the duration of the fight and the exhaustion begins to show itself. I'm not talking in theoretical, I've been participating in it (Trying to break Duty finder) all week.
The only time was failed was when our random 4th member (fully geared) failed to dodge eruption, or when I failed to dodge it.
Right here, you prove my point. "Failed to Dodge Eruption" This means you went in naked to a level 20 run, then called the fight easy when you preformed the fight perfectly
. Once someone messed up, you failed regardless of the gear you wore. The fact that you failed on a slip up kinda kills the argument for it being easy. I'd concede an argument claiming that the low level boss fights are simple - because that's what they are for sake of being a teaching tool. But easy? They're only easy if you're following the lessons taught by the fight, which means the fight has fulfilled its purpose.
I'm not trying to insult you guys, I just detest the spread of misinformation. I play with a group called the Old Timers Guild. That name aptly describes a lot of its members, some of them are long MMO veterans, some are just hobbyists looking for a game to settle in, others are joining pretty much for their first MMO. The difference in experience shows, heck, just the simple difference in gaming background shows. Between helping them and the Duty Finder I get a fairly wide range of gameplay experiences and styles to sample. What you guys are describing is not average. Needing to wipe twice for the players to start understanding the mechanics typically is, and the game is very forgiving in this regard.
But if you're already an MMO vet, this content is going to be easy - because you already get the concept of pealing off adds, managing hate, learning and evading area attack patterns and focusing objectives such as Infernal Fetters and Void Lamps. If you're not, these fights take some getting used to, and the frequency of things going wrong starts going up exponentially. That's when the fights drag on, and that's when you start feeling the exhaustion mechanics.
The argument that is more the gray area and worth discussion for me is 'when is it right to take off the training wheels?' For me I think that comes synonymous of 'at what level do you want your players to spend the most time?' Because at that exact moment you do, you'll bottleneck your playerbase. My guess is Yoshida wants everyone to play at 50, so he keeps the difficulty curve gradual until 50, which at that point you expect to understand the bulk of the mechanics you're going to face.
If we start having this conversation about Ifrit Extreme, then I'll be concerned. But right now the pieces are in place. We're just ahead of the curve.
And to be honest, I'm having fun, easy or not.