Quote Originally Posted by Renik View Post
I don't think the combat itself is the problem, combat is just a bunch of rules, the problem is in the battles, all the abttles are abut memorize because the bosses repeat the same rotation over and over, a solution would be a simple AI of action and reaction, based on differnt patterns not rotations, and combined with certain grade of randomness to avoid exploits and omnipotent bosses, ofcourse this would take some balancing work and a nerf in enemy casting times or 1shot mechanics, because you won't be able to predict all enemy moves like we do now.
If the battle is unique every time you do it you won't feel it repetitive.
Yes, that is one of the points I was trying to make in my original post. I appreciate you adding to it. There aren't enough tactics and random elements to keep the combat fresh. Mobs only need to be rounded up by tanks and bosses just need to have their pattern memorized. Content is just bound to wear on the players with the way they're designed.

Quote Originally Posted by Tetsaru View Post
- no use for experience points once all classes are max level (no "meriting" or currency system, etc.)
I'm sorry, but could you elaborate on this? I don't remember hearing about systems like these before.