Maybe a response to my post (or kinda of relates to what I said), but it made me think to edit my statement slightly. I'd like to see more action / smooth combat, but doesn't need (and maybe probably shouldn't be) like an FPS or something (would be okay to me but I guess that'd be a bit shell shocking for some used to / prefer the other combat style). I was thinking more like a MOBA except a lot more than 4-5 buttons lol. Combat that is really smooth and if you wanted could tab target but works really well by mouse directional. Like I use smart hot keys in them which means when I do an aoe target it just automatically casts at my mouse in only one key press and zero mouse clicks, intuitive casting that gives me the power of hand placing spells while also keeping things potentially really snappy and quick... I really like that feel. Of course beyond being able to use tab / sticky targets if you wanted (making it easier to aim for different types of gamers) normal mode content wouldn't require you to be the spiritual reincarnation of Bruce Lee on the keyboard. While I wouldn't mind it being reticle target based I would think it a dangerous and player divisive choice to go all the way that way; however, personally I would LOVE to see SE scare Bethesda off it's throne of the open world mod-able sRPG market.. I just feel like a immersive open world TPS/FPS setting with SE / FF graphic design and combat animations would be insane.
Not sure if it embodies what I was thinking enough but I kept thinking I'd really like to see a modern old school game. Which is a I want a calm busy game.. or some weird statement like that but thinking more yin yang balance and not two antithetical desires slapped together lol. I love the aspect that sometimes older games just role play to role play, mages with so many spells, jobs that behave asymmetrical from each other, scale and progression of transportation in some ways really emphasized (but not an entire abandonment of QoL teleporting/getting to where you need to get within a reasonable time frame). It would really require the ground up mindset of that, so you can figure out what your end point balance will be but I still think it could be done to some extent.
Which is why I mentioned actually inverting their limited job system they started here, rather all jobs start out asymmetrical and unique to themselves (with a lot more financial/creative support), but if they need to do content that will require homogenization you get your pvp kit so to speak (so that savage/ultimate content is finely balanced and lightly simplified characterizations of their asymmetrical formats). In this way the hardcore excel lovers don't, for the most part, have an effect on the earlier story and casual driven content. Homogenize the jobs for the people that need it, but leave it role play for the casual / mellow part of the game. So while avoiding some of the super unforgiving systems, or old school limitations (limited memory etc, give me my house regardless of 'real space' lol, I'd like a complete glamour log, etc), still keeping that child's heart of older role play games that just had differences because that was their role and not because it made better mathematical balance (again that yin yang of like asymmetry and making sure players don't feel like a total trash class in a boss that is immune to blunt and all they do is blunt damage). At least that's what I was also trying to get at on my early post too.. So yeah agree I think :3.