So I did Delubrum Reginae and noticed something familiar. Throughout the encounter, Mikoto will use a unique animation to dodge incoming boss attacks much like 2B does in the Nier raids.


I began to ponder and thought to myself how much I’ve been missing the level immersion being able to dodge and block adds to a game - particularly when said mechanic is part of the actual characters’ uniqueness. As it is unlikely they’re going to ever rework the whole combat system from the ground up, I got to thinking how such a thing could be implemented within the confines of the current set up.

We have sprint. We have Shelltron, Third Eye, and Ninja’s Shade shift… but how can these be improved to add to immersion and how can they be expanded to include other classes without breaking the meta and while preserving class flavor?



I final “oh heck” button that allows you to evade certain death is exactly what’s needed in my opinion and wouldn’t make it so a raid can cheese mechanics if you employ it how Third Eye works. Third Eye originally negated the next attack, acting as both a parry and a counter all in one.


I propose this method and tie it to either a long cool down like sprint, limiting it so it can’t be used while afflicted by the Weakened status, and have it deplete mana points to zero. No room for exploitation, acts as a “brush with death” that adds to the tension and responsiveness of combat.

I’d advise against a role specific or general as the idea is to give the individual classes flavor. Unlocks at 30 with the job. Could tie it to the job gauge but I think that would give too much room to cheese with.


**Feel free to expand to the idea. I’m not an authority on gameplay. I just want combat to feel less like a piñata party and see more responsiveness out of classes. I’m a fan of Dissidia NT and while I know the mechanics are completely different they share many commonalities. Both are tab target and boss encounters function the same way. Just thoughts. Please keep it civil.***