Quote Originally Posted by CKNovel View Post
I queue into dungeon as a tank for the most part.
I've played MCH in r24, r8 and Extreme. It's over 3/4 of the current content. But I haven't pressed Auto cross bow a single time in this 3/4 of content. And so far I know it would be the case in Ultimate.
Therefore I wouldn't press Bishop in these content either.

And even if all of these content had phases with 3+ targets, it's not an engaging mechanic to "Press X if 2 target, Else press Y".
Do you think it's engaging pressing a water move against a fire Pokemon instead of a grass move? No, you just apply knowledge.

The solution is very simple:
Don't tie the decision making with damage.
I don't like the idea of just discounting certain content where it's applicable. You're discounting Eureka content, early Deep Dungeon(if not further if the party is strong enough), Dungeons, and Treasure Maps among some others. This is a personal thing of course with what you've presented your MCH experience in, but keeping everything else open in mind is key here.

Pokemon is a whole other game so I don't really bring that into here, it's a knowledge thing sure but it's still a distinct change between single target and AoE-ing.

Damage is sort of the name of the game though, whether it's bursting down multiple enemies or trying to take down one enemy in particular. Again though, there is the idea of bringing the Vuln Up back but on top of the rest of the changes in the document and considering how weird SE gets with raid buffs in general, I can't say it would come back for sure. Sure there could be other effects like barriers or just being a reprisal of sorts, but then Rook would need something else as well. The current method would at least keep it simple as a first rework.