I think the action bar mechanic is pretty cool and interesting, but I'm not sure that it ends up working out. Even maxed out, there's too few slots to respond to all of the various behaviors used by enemies and bosses, so you end up just making a build which can brute-force through the mechanics through either sheer damage or massive self-heals.
There's only two enemies in the game who really use the Charge status to any meaningful degree, but you are forced to use one slot up because not either Defending, First Aid-ing, or Countering it is basically an instaloss. Charge status, despite raising Atk and MagAtk, is treated separately from both, so if you want to also defend against bosses who buff themselves before hitting with a heavy single attack, you'd have to do that separately. The game desperately needs the ability to unlock AND or OR conditions for action bar setups. As it is, the actionbars put a very hard cap on how complex your build can be, making more than a few abilities functionally useless because slotting them in would force you to drop an important part of your build.
I also very strongly dislike the game having the Ending battles in a new section where you don't benefit anywhere near as strongly from leveling up, especially in Route C where you go straight into a boss battle at lvl1. Since many class rankups and most of the accessories are based around stat growth per level, you're essentially sent into the final battles of the game as a weakling. This has multiple side effects, the most obnoxious one IMO being that the final bosses all have to be much weaker than the floor 100 boss, making said fights anticlimactic as you're just two low-level schmucks whacking each other for the equivalent of floor 50-ish damage. It also means that a ton of hard-hitting skills become devalued immediately before the final battle because you won't have the mana regen to use them properly. What's that, you had Ace attached to that one skill that hit like a freight train? Good luck only getting to use it once in the entire fight lol.
There's only two enemies in the game who really use the Charge status to any meaningful degree, but you are forced to use one slot up because not either Defending, First Aid-ing, or Countering it is basically an instaloss. Charge status, despite raising Atk and MagAtk, is treated separately from both, so if you want to also defend against bosses who buff themselves before hitting with a heavy single attack, you'd have to do that separately. The game desperately needs the ability to unlock AND or OR conditions for action bar setups. As it is, the actionbars put a very hard cap on how complex your build can be, making more than a few abilities functionally useless because slotting them in would force you to drop an important part of your build.
I also very strongly dislike the game having the Ending battles in a new section where you don't benefit anywhere near as strongly from leveling up, especially in Route C where you go straight into a boss battle at lvl1. Since many class rankups and most of the accessories are based around stat growth per level, you're essentially sent into the final battles of the game as a weakling. This has multiple side effects, the most obnoxious one IMO being that the final bosses all have to be much weaker than the floor 100 boss, making said fights anticlimactic as you're just two low-level schmucks whacking each other for the equivalent of floor 50-ish damage. It also means that a ton of hard-hitting skills become devalued immediately before the final battle because you won't have the mana regen to use them properly. What's that, you had Ace attached to that one skill that hit like a freight train? Good luck only getting to use it once in the entire fight lol.