Multiple big chunks of the game battle system have been removed over time, notably in ShB, without adding much replacement. It seems that everything is moving toward a system fully centered around boss mechanics and perfect dances to execute (DDR type). What further cements me in that line of thought are the recent criterion dungeons, and while the introduction of a chill but challenging light party mode to the game is actually great to get out of savage/ultimate/savage/ultimate, it even further tries to limit the amount of raises and recuperating actions to artificially gate progress, finally bringing healer's and raisers' MP pool to total uselessness in that specific game mode. One can still limp through those fights since they surprisingly enough don't have a huge amount of body checks (another breath of fresh air!), but that's about it.
We have since moved away from MP management mattering, which I thought would not be a thing anytime soon in the game, but how wrong was I. Let's list what battlesystem mechanics we have lost over time:
- Aggro management
- MP/personal resources management with negative MP/TP regens
- Party resource management (MP, etc)
- Progression based on damage, mitigation, raising, limping through
- Job rotations based on constraints like tactical nukes with long cast times (3+ seconds Flare, 3s Fire IV, 2.5s Glare, 5s Flamethrower, etc), homogenization of actions...
- Homogenization of raid burst timers, often combined with hard raid mechanics just to artificially inflate difficulty (pinax, act 2/4, superchain 1, superchain 2A, classical elements, pangenesis, caloric theory 2... notice a pattern yet? You'll find the same in criterions)
- Actual pets with HP pools as their own entities.
What we have left so far:
- Healing
- Mitigation, in fact we have a crapload of those now, but you could do with half less and still be fine...
What's left is rarely what's killing or wiping you. What does is someone fucking up a mechanic most of the time. The rest is essentially DDR and running all around artificial platforms. I'm not saying that mechanics were not a thing back then, far from it, and I still enjoy the ones that feel tactical enough (part 2 of 4th savage fights, etc), but it's a matter of ratios. Those days it feels like 95% of fights are just doing mechanics. I could have a third party tool playing my rotation for me and it wouldn't even matter, because there is no real choice and player agency left anymore to begin with, no party support, no player toolkit coordination and synergy. I'm not saying rotations are easier or anything, I'm just saying choice and tactics have progressively left the field to focus on Dance Dance Revolution. I feel that the game isn't going in a direction I like, and while I'm sure some players do like it, I don't, so here is my useless feedback. At least I do hope it works as an observation of the game mechanical evolution...?
( edit maybe I should have posted this in other battle systems... )
Edit 2: I forgot to add pets to the list of casualties. Maybe they removed the clunk and jank, but pets are now essentially tied to your character casting an ability on your own hotbar, activating the pet's mirror ability, and introducing some lag and delays for little reason. It's a joke.