I don't think MCH needs a rework aside from maybe baking in anti-drift into the game (without relying on multiple charges) and fixing the aoe rotation. But I don't think they need a risk/reward structure so much as the devs need to go back to the ARR and Stormblood encounter design era, and make tests that affect each role differently and uniquely. Neo Exdeath presents interesting examples for melee and casters in that delta attack is a problem for casters but not for melee, while vacuum wave and boss jumps were a test for melee but not casters. Rphys just didn't care, so it got taxed. Meanwhile, fights like UWU, UCOB, Turn 7, TEA, and a host of others have entire mechanics that capitalize on the thing that makes rphys unique -- unlimited mobility and range -- to test these roles in other ways. Classic example being brute justice's jump into apoc ray or what is probably barely known these days, the cyclops that had to be snared and kited around in turn 7. The risk is the cyclops will 1-shot you. The reward is solving the mechanic correctly with a second party member, allowing you to advance the fight. And you got to use a niche tool. Once. In all of end-game raiding.
Homogenizing mechanics down to dances that basically are giant middle fingers to casters but otherwise generic body checks or "Everyone just moves to the safe spot together," is just incredibly boring and frustrating design. And I'd really like to see a return to rphys having to bait liquid hells or boss jumps or, hell, having to draw aggro on a mob and kite it around for an extended period of time to correctly solve a mechanic later. Then the 'tax' is that you're multitasking, which has been the rphys gimmick since at least Stormblood anyways, and hopefully makes rphys players feel like they're needed because of something unique they do, instead of just there for the 1% buff and party mits that the devs have been giving to every role anyways.



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