The Interphos motion sickness fix?

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When I first played interphos when DT came out I ended up getting very sick afterwards due to some on screen effects (specifically: the moving black and green grid pattern after athertithe, the static transitions during virtual shift, and the move where red static-y lines will move across the stage (i don't remember its name)). As a result it was hard for me to continue the story like I wanted and ultimately I never replayed the trial because of this.

I'm doing the Phantom weapon quests now and thus needed to replay the interphos and the same problems came up for me again. I have all player effects turned off, I'm really trying to work with the game here but this trial is entirely inaccessible for me. When I replayed it I had to bring in a friend playing healer so when I had to close my eyes during the athertithe move (otherwise I would be disoriented and sick in real life for the rest of the fight) they knew i would die and would prepare to res me.

The effects are cool, but they take a real toll. I know that recently, for the stage of the Promathia fight in Windurst: The Third Walk there were complaints of motion sickness, and as a result the stage was changed to lessen that effect. Ideally there would be a way for telegraphs like the one in the interphos to be toggled per player to change to a still challenging but less motion-sickness-triggering telegraph for the athertithe move and some way to diminish the static-y effects for the other two moves. Barring that it would be nice to, if nothing else, see the athertithe move's telegraph changed so that less players leave the fight feeling sick.*

Has this been an issue for anyone else, and is there anything the devs can do about it? thank you.

*my healer friend also had to step away from the game after our replay of the trial :(

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