Current class gameplay:Here's 2 minutes worth of button presses, press them in this specific order at these specific times, and the more you can do this like a robot the better you're doing. Enjoy the occasional proc that maybe mixes that up a bit.
Current encounter gameplay:Keep pressing your class buttons, broadly speaking we're not going to get in the way of that. Just stand in these places at these times and you'll be good.
Personally, I think the biggest problem with FF14's combat is that there is not enough interplay between class gameplay and encounter gameplay. Broadly speaking, they each tend to exist in their own realm. One hand dodges, the other hand rotations, and rarely do they ever meet.
When I think of other games with combat that I enjoy, at any given moment the player can generally be offensive or defensive, but
not both. In such systems, being defensive risks lowering your damage output, while being offensive risks your well-being. This system of risk-vs-reward means the player is constantly making strategic choices of how much risk to take based on ever-changing context, and that's generally pretty engaging.
In FF14 most classes are overwhelmingly able to be both offensive and defensive simultaneously, and I think this is a primary factor of what makes combat underwhelming.
Like in turn-based FF games, you can sometimes Guard, but if you're doing that you can't attack. Or you can switch to the back row, but that costs your action. And if you're attacking, you're not doing those other things, so hopefully you chose a good moment to do so.
I love the combat in Elden Ring. Even just with the basic soldiers at the beginning of the game, I have spent dozens of hours in that first enemy camp because the bread and butter combat is a joy. When I attack I'm taking a risk, and when I guard or evade I'm not progressing the encounter. There are times when it pays off to dodge instead of attack, there are times when it pays off to block instead attack, and there are of course times when it pays off to attack. But at any given moment I need to analyze the context of the fight to determine what feels like the best choice, and when my enemy acts I need to respond accordingly.
There are rare moments in FF14 when you can get greedy and find a way to take a risk that either does or doesn't pay off. But in my experience, the payoff is usually meager (you didn't slightly lower your DPS, congrats!) and generally only applies to a subset of classes. Overwhelmingly, enemies change where I
stand, but not what I
do.
And I think that's a shame. It would be nice to see enemies impact the player more, and the player impact the enemies. To have dances that are less scripted and more improvisational and reactive. I don't even think that requires that the game become more
difficult, just more engaging. Give players meaningful opportunities to exploit, and those who want to will take them.
That would probably mean that both enemies and player kits would need to change, so maybe that's more than the dev team can do without alienating the player base. I don't know. But it's something I think about a lot.