I respectfully disagree with much of what you've stated.
I believe you are taking my statement of making combat feel more alive a tad too seriously. All I mean is it might be favorable to implement challenging AI to replace the predictable sequence of events. I don't at all feel that patterns are in any way “crucial”. They are merely a means of making the game more accessible to a larger variety of players. Randomness can and does work in this game. One of the most well designed bosses in the entire game—in my opinion—is Coincounter. The second boss of Aurum Vale.
All of its moves are sporadic and can be difficult to avoid due to the lack of range indicators on its skills. Players have to keep focused on its body language. The only memorization that takes place is with learning the name of their skills, what each attack looks like, and what each attack does. This goes far beyond 'just avoiding the red', so to speak. Especially since Coincounter does a continuous wipe of its enmity table. From a tactical standpoint, it even fares better than most other bosses in the game. Tanks cannot afford to stay still, else they will easily be downed. However, they also cannot afford to get their allies caught in the path of danger. The Healer and Ranged DPS have to stay on their toes and practice their timing since Coincounter will often target them from afar. Melee DPS not only have to have to avoid its attacks, but keep as synchronized with their Tank as possible so both of them can avoid substantial damage. All of this combined with Coincounters sporadic movements equates to match that is more about skill and awareness than prediction and avoidance. Just because an encounter isn't a memory game, doesn't mean it becomes a game of slots.
Sure, implementing an element wheel would add repetition of certain magic spells, but that's only for specific enemies. Besides, it's a Final Fantasy game. Since when did exploiting a monster's weakness become a boring thing? I know it's unprofessional for me to say that, but I stand by it. Also, having four Black Mages in a party may be a thing people look for. However, that would only be the case if combat stays the way it is in its current state. If it reached a point where most encounters were similar that of Coincouter (lack of range indicators would be a bit much), then it would four Black Mages just a viable alternative rather than a go-to composition.
[Everything below is based on the hypothetical inclusion of an elemental wheel.]
- Black Mage – Powerful single-target and AoE attacks typically cast from a distance. Can exploit elemental weaknesses on various enemies. Spells usually take time to cast and can be interrupted. They are very fragile in terms of health and are stuck in place when casting spells. Meaning a lack of mobility.
- Summoner - Excels in crowd control via Damage Over Time effects and Egis. Has a library of Egis that are able to exploit weaknesses of various enemies. Can move around more often than Black Mages while keeping the same range. Also fragile. Lack of powerful, instantly damaging abilities.
- Dragoon – Can wear heavier armor relative to their other DPS counterparts. Thus, making them much more sturdy. Very versatile in their moveset with powerful combo skills, skills that can be cast from range, close gaps, create gaps, and even do AoE damage. High damage melee. Has to constantly avoid AoE attacks being a front lines fighter. Skills have high TP cost. Meaning powerful burst damage, and decent sustained.
- Bard – Very mobile ranged DPS with moderate damage. Has powerful single-target abilities with AoE options. Also possesses supportive abilities to help allies during battle. More fragile and physically weaker than Dragoon or Monk.
- Monk – Very mobile melee DPS with high, sustained damage. Has increasingly powerful, single-target abilities and AoE options. Potential to do the most damage out of any class. Can infuse elements into their skills to take advantage of the weaknesses of various enemies. Low TP cost and high Skill Speed allow them to perform powerful combos with very few breaks. Has abilities to increase the survivability of self and allies. Reliant on positioning to do the most damage possible. Severe lack of ranged options. Has to constantly avoid AoE attacks being a front lines fighter. (It's easy for me to elaborate on Monk since they're my main Job. Sorry.)
What's the point I was making with all of this? Each Job has their own strengths and weaknesses. Even if an elemental wheel were implemented, it would not, in any way, make Black Mages the go-to DPS all occasions. The strengths and benefits of the other Jobs would not at all be negated. I sincerely feel that belief is nothing but a fallacy.



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