Hello Kohashi
Deam even imagining how a Turn based als styl FF made by Larian would look like makes me drool ^^.
I am thinking back and ARR Dungeon design and yeah many call it Jank but Halatalia normal and Hard had strangely enough more creative mechanics that that were not reliant on DDR mechanics then anything Shadowbringer delivered.
And I really wish that back in the days the Developter would have decidet on stronger Job Identity and Dungeon mechanics Fokusing and building around this.
Mobs trying to split the party. Encounters tough and or tactical enough to not pull wall to wall but have to engage with them. Jobs that are not static rotations but in the moment decisions of every player of what is the best action I right now am able to do.
Multiphase Bosses that change depending on how you perform.
Imagine The Arcadion M1 The one Fight I thing putting in all the DDR mechanics is quite fitting, as it stands dodging mechanics only enables you to do damage which is simply a shortening that is the timer that is the Bosses health. Now think about it that with every mechanic he hit you with he becomes more potent the damage ramps up while the more mechanics you successfully dodge makes him stress and panic more and more getting more hectic until he slips and delivers you and opening to do Majore Damage. It rewards you for doing the mechanics right.
What could have been.
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