Emmanuel2
btw, my current party is a no-Dancer party. I deleted all of the character i had been using/levelling right after I beat the Death Dragon because I realized that the Dancer class skills were implemented into the game just so casuals could beat it. And fuck, i know that wording comes off as an insult to you but i honestly am just expressing what I perceive to be the legitimate intent behind the inclusion of the Dancer class. Bear with me:
Dancer can 2x and 3x use an Item during his term therefore allowing 3x instant-stacking of a buff/debuff/party heal. This is not something "natural" to real dungeon crawlers (well, coming specifically from the perspective of a Wiz-clone DRPG player, including the etrian odyssey games though i do not enjoy them that much); it is not "natural" to the Wiz-clone DRPG formula because one of the primary design elements all in these games is resource management.
A big part of turn-by-turn strategy is having each character most optimally serve the current needs for this current encounter and that comes from the player having to weigh the pros and cons of each thing their characters will be able to do next round, and this always comes down to making "hard choices" where someone has to trade either dealing damage, protecting the party, etc, in order to use an item (which can fall into the same categories but items are traditionally not as good as character actions because items do not scale in effectiveness).
So right off the bat, regardless of how "hard-core ridiculous" post-game bosses end up being and regardless how many people say that 2x/3x item usage using only ONE (!) character is "necessary just to save your ass" I am here to say: NO. NO IT IS NOT. IT IS STUPID AND ILLOGICAL.
Not everyone can cast spells, and if they want to cast spells they have to change their classes. You follow? However everyone can use items and the notion that a character class just so happens to oh-so-magically have this abilitiy is simply too Power-Gamey from a game design standpoint! I do not want the game designers to design classes with abilities which are something that are obviously THE BEST; i want them to design classes that have abilities WHICH COMPLIMENT THE PARTY AND THEREBY THEMSELVES.
Lastly, everything I just typed applies to Weapon Trick. To save everyone the time of reading:
Everything I typed about how the Item Trick dancer ability is simply not organic in game design terms and is obviously something implemented so as to "ensure everyone can always just Dancer-class and then win the game"... now multiply that by 1000000000000000000000000000000000000000000000000000000 times and that's how I feel about WEapon Trick.
WEAPON RANGERS ARE NOT SILLY ARBITRATIONS. THEY ARE AN INTEGRAL PART OF THE MANY FACETS WHICH MAKE BLOBBER COMBAT BOTH ABSTRACT AND SIMULTAENOUSLY STRATEGICALLY DEEP.
So i deleted every char and re-made all 15 characters without any dancer class shenanigans and will finish the game like that. It is actually VERY telling of the type of dungeon crawler design Exp Inc / Team Muramasa is over-the-years shaping with their games as with each new game in their belt they continually include classes/abilities/etc that completely eliminate key tenets of dungeon crawler design such as:
have weapon ranges be meaningless,
use as many items as you want in 1 turn,
everyone-turns-into-all-classes by the end so there is no need to every make a choice or put any real thought into classes themselves;
random encounters are of zero consequence and only there to annoy the player;
auto-walking to help the player get through the dungoen as fast as possible and with as little need to ever be aware of their surroundings as possible (thereby allowing them to make shitty dungeon/maze designs)
etc.
EDIT: my fingers are too tired to make the follow-up post I am going to make praising the things that they DID and DO CORRECTLY and the things which are actually UNIQUE to exp inc / TM games, such as items sold being gone forever (excellent choice, and "aweigh approved TM"), the Life Points concept (absolutely fantastic way to introduce the concept of perma-death back into 'crawlers for a new audience that has grown up thinking such a thing is bad game design), etc.
The way they design the lineage fights is leaps and bounds better than both Etrian Odyssey's bosses and Elminage's boss-enemies/FOEs and it goes without saying leaps and bounds beyond boss fights in Wiz 1-8. Of course that is because they spent all of their time on those and forgot to make the 95% of enemy fights worth even fighting.
lol and this EDIT was supposed to be a fingers-too-tired summation of an upcoming post :D