>>718826710
Yeah, you are right. Maybe I'm just too blobber-pilled where you get very different flavours and playstyles.
I think actually adding into the more common rogue elements would be better. Like in the original, escorting people to the villages or trading times kept progression going. By the time you get to 4, this has mostly vanished minus monkey warehouse and the Inn Of The Wind (which was fantastic, the way allies talked about vs the way the escortees talked about it and then end ending.) Is all there is. PMD does this all pretty well, and the shorter trips for NPCs would be a much better way of having an excuse to level up items instead of just a happy staff sanctuary thing or something shitter.
The chocobo job system is entirely portable over to give more playstyles, would work nicely with the gimmick dungeons like endless night, or grass and scroll.
Night could be made more interesting outside of just the ability timing. Being able to light small bonfires, having sound design at night so you can hear things, ways of actually being able to trigger the formations instead of just cluster confusion. They removed nighttime mechanics without even trying to make it more refined.
Also, and this might be in 6, but a dungeon builder where you can build your own parameters and algos. Let people actually play with the systems a little more, it'd much more fun considering nobody does rescues.
There's so many little things you could do that would probably piss off the Japanese main base, alas. Maybe I need to dig through more doujin/indie mystery dungeon clones and see if there's a real star out there