I agree with much of your post. However, what is the point of the roll mechanic then? I've essentially given up using it beyond its apparently one single use of having the roll materia equipped, but even that doesn't seem particularly worth it. While it's fine to say damage mitigation has to be through ATB, blocking, and buffs, giving the player the ability to roll is fairly deceptive if it serves no real purpose.
Alot of moves can be dodged though, you just can't i-frame them.
50% of the spells in this game (Aero, Blizzard) actually don't dump their damage on the initial hit -- you have to stand still after blocking in order to actually take 90% of the damage. It's generally hard/impossible to dodge magic on this game unless you're REALLY far away (so risky) but you can always just block Fire/Thunder and Block > roll Aero/Blizzard to avoid getting hit and it works 100% of the time.
And of course, if you see an enemy about to swing at you while attacking something else, you can cancel your assault with a dodge roll. Basically....it has all the usual uses of a dodge roll.....you just can't i-frame with it. Which makes sense, since the game isn't designed for you to pick one character and Ungabunga through the whole game with I-frames and perfect blocks.
The main problem I have is not that I'm expecting FF7R to try to be more of an action game than it actually is, but due to its attention on actiony elements, it's less of an RPG than it deserves (and I'd argue needs) to be.
What i was saying is that the game
does know exactly what it wants to be, and it does it extremely well. I guess it's not for everyone though.
People like to complain about what they don't like about the "Action elements", but for just about every single problem I hear, there's more than a few RPG-element solutions within plain grasp that they ignore. That's why i say you're probably just focusing way too much on the action elements without realizing just how much wiggle room you're actually given.
I think you should just stick to Classic mode, as it basically allows you to enjoy fighting without having to really deal with the action parts. You can essentially take all incoming damage as "random" and just ATB accordingly, it's really not much different from classic FF really.
Nice theory. But that's not what I see in practice.
1. You must evade a lot of attacks. There are too many that will one shot a character if you don't (or two-shot).
There are VERY few attacks in this game that will straight one-shot you while blocking, and the ones that do give you like 15 seconds to heal up (or just interrupt it).
There are moves that you don't WANT to block (like fire) but that's about it. And if a move guard-breaks you, then generally you can just dodge it.
2. Guarding is ineffective against a lot of attacks. (the ridiculous fight with Rude, you cannot guard and cannot evade)
.....however Rude/Reno are like one of the few bosses in this game that basically indirectly forces you to swap, especially in his first phase, because you CAN'T dodge their targeted attacks.....but this isn't exactly random or anything because there are plenty of bosses in this game that have unavoidable attacks that grab/seize one of your party members.
For Rude, If you control Aerith and start attacking him, he's going to put her to sleep. If you try to burn him down with Cloud, he's going to start ramming and tossing you around. Basically, once he starts going for one character, just switch to another and tear his back up. Both this fight (and the other Turks fight where you have to fight them both) can get really aggravating until you realize that they're basically trying to force you to abuse character swapping.
The game is pretty strategy based lol
3. You cannot manage ATB growth at all sometimes, if you cannot damage (immune, resistant) an enemy or cannot hit them (too fast moving) your ATB is zero, and you have nothing to do about it. Literally nothing, you need to rely on luck and random generator, which automatically places that battle system on the bottom.
1) Attacking enemies who are immune/resistant still gives you ATB.......what do you mean? It just doesn't deal any damage.
2) The ONLY times you'll ever be completely out of methods of generating ATB is when a boss moves out of range or does a phase attack and your ranged party member is dead. There's nothing luck based about any of that though. Anytime this happens, the game has multiple avenues to building a strategy around it.
And if you are just terrified of that happening...prioritize Speed stat, or equip someone with the ATB Charge materia or something. It's perfect for niche situations like that.
4. You cannot interrupt anybody in this game. Unless you use magic/skill, and then you need ATB, which you cannot have if you get spammed by enemies in the first place. But yes, you get interrupted all the time. Because again: enemies can time their attacks to yours, you - cannot. There is no timer, there is no indication how long any attack will charge, and you cannot interrupt enemies by regular attacks.
Huh? I don't get this. Enemies have a big glowing message over their head when they're about to attack you...you can just block or evade, it wouldn't really make sense if the game expected you to avoid / interrupt EVERY SINGLE MOVE the enemies did against you. This isn't Devil May Cry.
Like, i don't get this complaint...if you can deal with every single situation in the game with just TWO OPTIONS (dodge/block).... what would be the point of all the Materia, gear, and playable characters?
In that situation, it doesn't matter what you did, I-framing/instant blocking attacks would always be the optimal option and attack damage would be the most important stat (like endgame FFXV where everything one-shots you regardless of your defense because Noctis can i-frame every move in the game)