>>543247045
>>543261513
Then there's the Monster Memory grind. Drop rates are painfully low, and you need absurd amounts of them for Skill Tree unlocks. 8 per vocation per character, across 5 vocations. The rank-up system (3×D = C, 3×C = B, etc.) is just pure bloat. Combine that with the “unique memory” restriction and color/family matching, and it turns into a full-time job.
For example, my Martial Artist has a Slime Knight Memory equipped, so I can't use another Slime Knight Memory for the Skill Tree. I'd need a completely different red 50+ cost S-rank Slime-type memory, which doesn't even exist yet.

And the worst part? Everything takes forever. Training stages last a full minute and drop almost nothing, so upgrading a single weapon takes 4-5 runs. Do that across three characters, and you're spending 25+ minutes just grinding basic materials. You'll stockpile stuff eventually, sure, but right now it's just painfully slow. Doubling the drop amounts would fix half the problem.

Co-op's just as bad. It didn't count my earlier runs, and now it wants me to do 25 more. That's 25 x 7 minutes, not counting the 'finding a party' screen. Since Co-op's only open for an hour and then closed for an hour, I'd need like 6 hours straight to finish the mission. And that assumes no bugs or crashes. I'm not doing that, I got shit to do. kek

Gauntlet mode could be a highlight; it's actually fun when you roll the right Blessings. Big numbers good basically. But since only three of them (Magnifier, Flurry, Scatter, not including Gauntlet-specific ones) are really worth anything, most runs feel doomed halfway through. Out of ~50 runs, I maybe got a good combo 7 times. Not the end of the world, but it's annoying to not be able to PB simply because the Blessings fucked you over.

So yeah, the core gameplay loop is fun when it works. It just gets buried under grind, RNG, and design quirks that make it hard to enjoy consistently.