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Yeah, but you'd need awareness to do that dodge. And fov gives you that awareness. As I said before, imo having a huge mob that you don't have to aim at properly is not my definition of hardcore action combat content. Both of the videos you showed were closer to smth like LA in their design: you have ground hazards to dodge and you have aoeish and cone-based attacks that you use against a huge mob that moves slowly.
If I was trying to design a "true action top lvl boss" I'd be using all of the action features to their max. You gotta aim properly, even as a melee character. The bosses would be way smaller and way more agile. You have more verticality gameplay than any given tab game (or even wildstar/tera). You gotta almost constantly be aware of things to dodge, those things being horizontal dangers and ground hazards (with some of the hazards accounting for verticality, so you might need to duck under or jump over them). You'll have to actively parry/block some attacks too.
That is what I think of when I hear "top lvl action combat pve content". All of the prominent features used in one encounter. And then you'd have to somehow design dozens of such encounters over the years, with tangible variability between all of them.
And in the case of all those mechanics, you'd need camera to be way closer, so that you can properly dps the boss. And when the camera is closer, your fov is narrower and anything that comes from behind you will feel unfair to the battle (at least I'd assume people would call that unfair).
Now again, I'm not saying that you have to have 360 view in order to have an engaging fight. I'm saying that a 360 view brings quite a few benefits to the design variety of encounters. And due to properly difficult action combat (again, as I see it) limiting your fov, you won't have that variety. I might be wrong in that assumption and I'd love to be proven wrong by some game devs, but, until that happens, I think this is the thing that action can't do (that being the utilization of all 360 degrees of space when designing an encounter w/o it being unfair to the players).
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But that goes against the whole point of the encounter being top lvl. The context of the discussion is the attempt to prove that either sides have features that the other side can't do. The ones I could come up with is the 360 design in tab and the verticality precision gameplay in action.