I’m not personally the type of player who enjoys mindlessly mashing Attack and wouldn’t want to encourage that type of play, perhaps barring an “Easy Mode” geared toward players who just want to experience the game’s story.
That said, if I were to design a class built solely around using the Attack command and passives, I would try to design the passives in a way which would make the Attack command at least somewhat dynamic during battles. Let’s say that the player can select a couple of passives for their character to use during battle (rather than having every available passive set simultaneously). Maybe each passive would have a trigger condition which then modifies the basic attack command into something more advanced and powerful.
So for example:
- An enemy attacks the character with the passive, and the passive marks the enemy with a state after the character takes damage. The character then uses the basic attack command on the marked enemy. Hitting the marked enemy with Attack then triggers the rest of the passive’s effect, removing the state and causing the Attack command to “evolve” for the duration of the battle. Maybe it adds effects to the basic attack which raise its critical hit chance and which also cause it to deal more damage when the user’s HP is above a certain threshold.
- Maybe the character can equip a second passive which triggers when they score a critical hit on the enemy. This one will add a 10% Lifesteal effect onto the attack command whenever the user crits an enemy.
-Maybe there’s yet another passive which adds an HP cost to the Attack command, and which also automatically adds a state to every enemy below a certain HP%. Each time the character uses the Attack command on an enemy, it would also damage every other enemy marked with the state (basically an “execute” style AoE Attack), but it would cost more HP depending on the number of enemies hit.
So if the player can only simultaneously use a few passives like the ones above, they would be making decisions outside of battle about which passives are worth taking, what passive synergies to exploit, and how to trigger each passive’s activation conditions consistently. This would allow them to customize and specialize their attacker for different purposes while keeping command inputs in battle to a minimum.
I think this approach would also help address how a dedicated basic attacker would scale between normal and boss encounters. I envision that normally, a class which excels at basic attacks would overshadow other classes for winning regular encounters efficiently. However, it would fall off badly in boss battles, when the player is more willing to use their expensive skills and is more dependent on having support effects available for dealing damage/surviving. Passives which need to be triggered and which stack up their effects over time would make the basic attacker less of a dominant pick for clearing regular battles (though likely still a powerful one) while allowing it to scale up over the course of long fights. Some passives could even be geared toward providing support for the party, like one which gives a small heal to the party member with the lowest HP each time the user attacks.
Perhaps the complexity of these mechanics would defeat the purpose of including a “simple attacker,” but if someone doesn’t want to put any thought into either the skills they use in battle or how to build their characters beforehand, they’re just not part of the audience I’m aiming for. You can’t please everyone.