There is one thing I feel is lacking in this game that could be introduced to create more challenge that aren't all about twitch mechanics and pattern memorisation.
This would be Resource Management
With a few exceptions this doesn't really exist in X|V: ARR.
- Once you have gotten yourself some enmity established on a target as a tank, you're not going to lose it to any equivalent ilevel DPS. Enmity also does not decay.
- On the vast majority of fights, you're not going to run out of MP as a WHM, much less a SCH.
- On the vast majority of fights, you're not burning a single target long enough to run out of TP on any of the DPS.
- BLM literally cannot run out of MP for more than a few seconds.
To me, resource management has always been a key part of MMOs. It was a delicate balance that had to be monitored for every fight.
- Tanks should be monitoring their MP/TP usage so as not to waste enmity by hitting an enmity cap only to lose it later on in the fight to an over-eager DPS and not having the resources to pull it back.
- Healers have to balance their healing per second to make sure they neither overheal or generate more enmity than the tank.
- DPS need to learn when to burn their TP and/or MP. Unleash it too early and you will pull hate from the tank leading to both the tank and the healer expending extra resource grabbing it back. Unleash it too late and the healer's MP will be stretched having to keep a tank alive longer than they should need to.
What this means is fights where the goal isn't just 'how much DPS my rotation is', 'how well I can dodge voidzones' and 'how well I have this pattern memorised'. It becomes also 'How intelligently can I choose when to unleash my epic rotation?' and 'How well can I judge the capabilities of the others in my party?'
Is this just nostalgia glasses? Do you all prefer the current system of seemingly endless resource? Am I mischaracterising the current situation - do you feel resources are significantly limited at the moment?