The FF16 collaboration battle had several bits of functionality that I'm personally hoping to see more of in future battle content:
Reaction/Payoff gameplayIn the FF16 fight, we have a cooldown action that allows us to dodge an enemy attack if pressed within the appropriate 1-second window. And when an attack was successfully dodged, we earned a charge that could be spent on a strong attack.Brief stuns when being hit
I really loved this mechanic, because it actually asked me to briefly interrupt my rotation so that I could dynamically perform an action in response to my opponent's moves; broadly speaking I feel that's more engaging than simply doing a rotation that is independent of my opponent's actions.
In this specific battle the dodge mechanic only worked on specific AoE's and was indeed the only way to avoid them, but I think that the fundamental functionality here is ripe to be used not simply as a fight-specific thumbstick mechanic, but in the actual skills and spells of some of the game's jobs.
For example, give a certain melee job a weaponskill that gives 1 second of AoE avoidance, and if they're standing in an AoE during that window give them access to a satisfying counterattack. This gives the player an additional option for how to deal with encounter mechanics, specifically one that allows them to take a risk: the risk of getting hit by timing it poorly, as well as the risk of focusing too much on the timing and thus dropping your rotation. But if they perform it properly, their reward is a big attack.
I can see similar but different tools being added to other jobs' kits as well, so that there are numerous ways to engage with these mechanics. Maybe a properly timed DRG Jump evades an AoE and thus does enhanced damage with more spectacular VFX; maybe a well-timed RDM Displacement performs similarly. Maybe a healer can cast a spell that can nullify an attack during a 1-2 second window, and when absorbed they get a charge that can be exchanged for either a strong heal or a strong attack (their choice). Maybe one job can channel its dodge (ala Meditate) over 5 seconds and stops after evading a single AoE, but naturally using it earlier than necessary results in sacrificing some actions you could have taken. Maybe some of these moves have longer cooldowns and others shorter. I'd love to see most of them be spells or weaponskills because that GCD and cast times add a bit of complexity to using these tools at the proper time, but maybe some of them are abilities.
And of course, maybe there are some moves that can't be dodged. Enrage wipers, tankbusters, stacks markers...? Which is just to say that adding such moves doesn't require that every mechanic be avoidable. Like tank invulns, as long as it's consistent, players can learn what works and what doesn't.
All of which is to say, it seems like there are a lot of ways this kind of feature could be implemented into a variety of the game's classes to encourage more reactive and dynamic gameplay with chances to take risks for meaningful rewards. I really hope that in the coming years I get to see mechanics like these baked into the actual design of jobs!When hit by some of the moves in the FF16 encounter, I received roughly 1 second of "Down for the Count", which stopped my character from both moving and attacking very briefly.Visual indications of when AoE's will hit
I loved this. It made getting hit feel tangible in a way that simply seeing a number go down doesn't. I got smacked and it took me a short time to get back on my feet and be able to do stuff again, and that just made me feel more like I was actually in a fight with repercussions.
I should emphasize that I don't think this should be added to every AoE in the game! I think there are plenty of places in the game where there are chains of AoE's to avoid, and what I personally would not want is for 1 misstep to result in a player getting stun-locked to death by a succession of AoE's; I don't think that's fun. But for some AoE's, I think it really sells the fact that I got hit and gives me an incentive to not get hit besides a number simply going down, because getting hit will affect my ability to perform actions. So I'm hoping to see this kind of thing more in the future.The FF16 encounter had certain fire AoE's that were circles, and a ring started in the center of them and then expanded outwards, and when it reached the edge was the time that the AoE hit and did its damage.
I've seen similar stuff a handful of times in other battle content, but since I'm giving feedback I really wanted to say how much I enjoyed the signposting here; this immediately communicated when the AoE's would hit without my needing to have experienced their timing before, which was especially helpful as they were introduced alongside other AoE's. Sometimes when multiple mechanics are stacked it can be ambiguous which will go off first, but with this it was transparent well before the first AoE had a chance to hit. I'd love to see more of this kind of thing in the future!
Anyway, that's all of my subjective feedback/suggestions. Thanks for taking the time to consider them!