It’s definitely true that encounter design / battle system is one of the biggest barriers to unique/interesting jobs.
What I don’t get is…why not both (*insert meme here)*? Slower paced, more strategic mechanics that test a user’s knowledge of their actual toolkit interspersed with more fast-paced reactive DDR mechanics (i.e dodge the yellow, stack/spread). Or vice-versa or whatever ‘job mastery to reaction time’ ratio they deem necessary.
Ofc, I can also hear Yoshi-P’s voice now…”sorry…we can’t afford it…here have another unavoidable raidwide that does like 20% of the party’s HP’.



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