I had something similar in my mind.
The Core of the Samurai are the 3 Combos, Shinten, Hagakure and the Iajitsu Special and the Player needs all of them as early as possible.
Gurren is a better Shinten with an AOE Effect, but nothing I would need to learn before I learn Hagakure.
A Player could already learn the Basic of the Combos, Hagakure and Shinten, while leveling.
I have no clue, why they give the Player Meditate so early and before they give them Shinten.
Why Mercufil Eyes is a 58 Skill and not a 68 Skill.
Why Shinten is a Lvl 62 Skill. Really using the Kenki Gauge should start when you pick up the Class.
And Hagakure in 68. Hagakure is a absolut Bread and Butter Skill and the Player gets it a few Levels before hitting the max Level.
For the Dork Knight, they could easily push Skills like Darrk Passenger or Carve and Spit on higher Levels, because they are again like Gurren for the Sam Skills, that are used in between.
I know, and I think, this is why our Feedback is so important. As rude and loud as we western Players can be, we straight say what is wrong with something and rarely drive around it.
When I saw some JP Feedback for Eureka in the neutral Part they were more like "Perhaps, maybe maybe, some people do maybe not enjoy this as much as other...maybe, but just maybe maybe...perhaps.".
It feels like some wanted to say something, but then remember that they have to be super polite. And it is not their fault, their whole society works this way.
But I think, this is not a real help, to improve a Videogame.
I know, the Devs see us as loud and rude, but at the same time, we straight jump for what we see as not well made. We praise what is good, but also talk about what we dislike.
Combine this with the habit of the Dev Team to only read the positive Feedback and we all know, why the Game does never really move forward.
I think, the Problem with this streching habit is, that people as soon as they drop the Game, never come back.
They burn out and never revisit the Game in any way, because so much feels streched to the Point of "No Fun Ville.".
I stopped playing, because of those streches and like I said a few Posts before, I just start the Game very rarely now and only because my Sub is still running for...it should be 20 days left from today.
But everytime I start the Game, I do not feel fun. Just the feeling of a dozen Tasks, streched for the sake of streching it. Finishing the Bluemage could be fun, if it would not involve running Primals up to 50 times, per Skill and hope RNG likes me.
It feels for me, like "The Hobbits" and the Lotr Trilogy."
Turning each Lotr Book into a seperate Movie was a great Idea and it worked really well and is really enjoyable.
But "The Hobbit", I would rather have seen one 180 Minutes Movie, instead of 3. The Book is not that big and for me, it felt streched. If they would have made one really good Movie, it could easily be on the same Level as any Lotr Movie, because they streched a pretty short Book into 3 Movies, every Movie felt weaker than any Lotr Movie.
I like Tolkiens work, but more=/= better.
And I feel like Game Devs today are scared to make a shorter but greater experience for their Players, because (sorry for the Word) Idiots try to make a Dollar/Hour Hobby out of it. Like the Value of a Game is determined by the Time needed to finish it.
I played some Games that were just 3-4 Hours long for 15 Euros and they were great.
And I played Games like Assassins Creed, that tried to strech their Game to over a 60 Hours Mark for no reason and instead made their Game weaker than it could have been.
This is also something I heard from some people about the Ultimate Fights.
They could be better, by being around 12 Minutes instead of 17.
The Problem is something some call a "Harddate Problem".
After the Yokai Event it might have looked like we were absolutly Fate Crazy, but we only did those because of the Event, so they went with this Fate Idea around 24/7.
Blizzard is the best example of how to missinterpret such Data.
Someone once told me about the whole "We want more Deck Slots" Story of Hearthstone.
A lot of Players keep the last Slot open, for experiments.
And when they demanded, they got a response of the Devs. Because so many Players don't use all Deckslots, we do not see a reason to expand those.".
They just worked with the Numbers but did not understand why they got the results, they got.
And it is the same in 14.
They did not understand why the POTD was played a lot, they just see the Numbers and take them as their Feedback.
Btw. I enjoyed it, but gave up, because if you play Solo, there is a pretty high chance for a Disconnect, that is counted as a Death.
I don't run again all those Floors for another Disconnect.