People always forget the third wheel of the trinity when they talk about job and fight design, which is the battle system design, and I think this is actually the backbone of the two others. If your only metric is damage, then good luck designing interesting and unique jobs. If everything is judged and balanced around damage application, then good luck designing interesting and varied fights because people are immediately going to complain that a class sucks here or there otherwise.
What the battle system has lost in SHB:
- Party based cooperation and interplay beyond healing (MP, TP, support)
- Failure conditions based on resource scarcity and management (today it's just on body checks or if the healer dies)
- Aggro and boss positioning management
- Enemy damage and crit variance
Doesn't take a phd to understand that the loss of the first two literally informs the current direction on body checks and binary OHKO or party wipe mechanics as there is no building brick left to challenge the players in any other way. We're not playing with RPG systems anymore beyond healing and mitigation.
The latest two completely removed any semblance of rng and adjustment required on the side of the player to ensure that every encounter behaves exactly the same no matter what, completely negating player agency in the process.
This is also why we won't see us having the agency anymore to pick up from a list of role actions to customize our job and comfort our different playstyles (or just to adjust to the encounter), this is why encounters can't really offer the type of threat buildup that ARR/HW's used to do a lot like bosses (the Zu, the Sasquatch, T1, Mustard dragon in the Aery, etc) slowly enraging by gaining damage stacks over time because in the current environment it's bland and binary (up to how many stacks a healer can just spamm heal through), this is why encounters can't offer any meaningful use of crowd control iconic FF abilities (heavy, slow, etc) because those don't do jackshit in a damage focused system where positioning doesn't matter and every enemy is the same with giant telegraphs everywhere.
Without a properly fleshed out RPG battle system we're bound to see fight and job design absolutely stifled because it has literally no building blocks and no basis to build upon in the first place. It's been removed instead of improved over time.
This is why I do feel confident in saying that Yoshida's statement is accurate: no, we won't see meaningful change and people that already like it can rest easy, because bringing any meaningful change is asking for a colossal amount of work trying to undo the damage that 3 expansions have done, do a full 180° on the game's current direction (DDR lalaland) by rebuilding a proper combat system, and on top of this, come up with 21 new jobs adjusted for the system, as well as new encounter models. Yeah, good luck with that, they'd just be better by making a new game at this point.



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