Quote Originally Posted by ty_taurus View Post
Most jobs could easily adopt this mentality of multi-hit moves. Most of dancer’s animations hit multiple times in animation, same with most melee animations, even on samurai, sage fires 4 lasers, scholar shoots multiple bolts… the list goes on. I think there is still some charm in having jobs that maintain a one-big-hit identity to some degree, like black mage whose animations are one large explosion most of the time, and white mage as well. The question then becomes, does a wider crit variance on those jobs become seen as nuance, or inherently problematic? And how do you resolve that if we do view it as still an issue without making everything auto-crit?
I think if we went the route of multi-hit moves we could use that as a platform for adding accuracy into the game again. If accuracy capped below 100% it would add in a bit of variance to multi-hit moves as well, though I would make the first hit be 100% accuracy and subsequent hits having less accuracy depending on the cap so that you don't get the gut punch of completely missing your strongest weaponskill/spell. I am under no impression that adding accuracy would be popular but secondary stats are in a really bad spot nowadays and it needs a shakeup badly.