Heyyy, we were just talking about the Beta earlier today! Perfect timing!
...maybe too perfect...
I like that they're giving people a breakdown of the mechanics changes early. I actually think one of the most interesting things shown here are the new UI changes. I really like the idea of keeping the HUDs more compact and closer to the characters now, but it'll definitely take some getting used to.
In the Prototype, there were occasional advantages to attacking when one of your Actions was still like 90% full, but now that kind of thing might be a little tougher to visually gauge with the new pips. I'm looking forward to seeing how it feels while playing.
hmmmmm i'm on the fence with this one. on one hand it's good for new players and gives them some scramble time to get back into the fight.
but on the other hand i liked that--protecting Ajna was super important...having her allies around to help her out and keep her alive
That was my initial reaction too. From the Prototype, I always felt that just having Ajna not die from chip while above 1HP would be enough, and this is definitely a bigger change than that.
However, the methods to heal are a lot different now too, and I think the change probably reflects that. Theoretically, it'll take longer to get the same chunk of Healing you could get from Prototype Razmi before, since Ginseng & Honey will require a few Actions to do it. So even with the extra time, it still might not be easy to revive Ajna if you're not already prepared for her getting knocked out. You'll also still need to have the time/meter to
keep her alive after you Revive her.
It's a fair change for people that want to make purely offensive teams too. Putting G&H on your team is probably going to be a bigger trade to your overall damage than Prototype Razmi was. So now, even if you avoid having an extra healer (assuming Ajna herself can still Heal), your team might still be able to close a fight after Ajna falls if they can deal enough damage.