Quote Originally Posted by MikoRemi View Post
I don't like the idea of just discounting certain content where it's applicable. You're discounting Eureka content, early Deep Dungeon(if not further if the party is strong enough), Dungeons, and Treasure Maps among some others. This is a personal thing of course with what you've presented your MCH experience in, but keeping everything else open in mind is key here.

Pokemon is a whole other game so I don't really bring that into here, it's a knowledge thing sure but it's still a distinct change between single target and AoE-ing.

Damage is sort of the name of the game though, whether it's bursting down multiple enemies or trying to take down one enemy in particular. Again though, there is the idea of bringing the Vuln Up back but on top of the rest of the changes in the document and considering how weird SE gets with raid buffs in general, I can't say it would come back for sure. Sure there could be other effects like barriers or just being a reprisal of sorts, but then Rook would need something else as well. The current method would at least keep it simple as a first rework.
The problem is not my experience, it's that the scenario is very likely to happen. And it's not normal to have that many buttons unused in a lot of content.
Eureka is lv70, so Bio Blaster will be cut, same for deep dungeons.

I used Pokemon to compare the thought process, I can do the same with many other games. Persona 5, find the weakness and keep hitting it. Octopath traveler, find the weakpoint and spam it. I'm not comparing the games, I'm comparing the thought process behind choosing between rook and bishop. A basic "If/Else" thought process is not interesting nor engaging.
That's the point I'm trying to explain. An engaging choice is one with different outcomes and possibilities.

"Damage is sort of the name of the game" and that's the exact reason why you shouldn't tie the decision making with damage. You would give in to the easy solution and design, but also reinforce it.