OK, cool. Well, let me preface this by saying that I'm no professional critic or game designer, these are just my opinions from the perspective of a long-time gamer. That means that my criticism could be wrong or invalid, and if you think it is, tell me why. Also note that I'm real early in the mod so far.
The first thing that annoyed me was the fact that Chocobos can revive allies with Choco Esuna. I don't have a problem with like lore or how it should work flavor-wise, what I have a problem with is that it doesn't really add challenge, it's just annoying. Kind of how when a boss in another RPG heals itself. It doesn't make it more difficult, it just makes it take longer to kill him. Usually what happens in the battle with chocobos is it'll revive an enemy, and then I'll kill that enemy. And it'll heal itself and then revive an enemy, etc etc. It's not really fighting back, just making the battle take more time, which, again, is annoying. I think the solution would just be to remove the revive effect from Choco Esuna.
The second annoying thing deals with the Black Goblin's Spin Punch move. I don't particularly dislike it, but the problem is that that's the only move they ever use, because it has range, a high chance of hitting, and can't friendly fire. So my characters will wind up getting ganged up on by Black Goblins that only Spin Punch, and they'll wind up doing an unavoidable 50 damage to my character, killing him/her. It's annoying because they can continue to do that repeatedly since they're also pretty tanky. And it's not like I just send my characters in the middle of the fray to kill them, I do plan my strategies out and it's still a problem. Like I said before, I don't dislike it, so I think an appropriate fix would be to allow the Spin Punch to hit everything; allies and enemies. That would force the enemy to have to strategize a bit more rather than forever spins.
The first thing that annoyed me was the fact that Chocobos can revive allies with Choco Esuna. I don't have a problem with like lore or how it should work flavor-wise, what I have a problem with is that it doesn't really add challenge, it's just annoying. Kind of how when a boss in another RPG heals itself. It doesn't make it more difficult, it just makes it take longer to kill him. Usually what happens in the battle with chocobos is it'll revive an enemy, and then I'll kill that enemy. And it'll heal itself and then revive an enemy, etc etc. It's not really fighting back, just making the battle take more time, which, again, is annoying. I think the solution would just be to remove the revive effect from Choco Esuna.
The second annoying thing deals with the Black Goblin's Spin Punch move. I don't particularly dislike it, but the problem is that that's the only move they ever use, because it has range, a high chance of hitting, and can't friendly fire. So my characters will wind up getting ganged up on by Black Goblins that only Spin Punch, and they'll wind up doing an unavoidable 50 damage to my character, killing him/her. It's annoying because they can continue to do that repeatedly since they're also pretty tanky. And it's not like I just send my characters in the middle of the fray to kill them, I do plan my strategies out and it's still a problem. Like I said before, I don't dislike it, so I think an appropriate fix would be to allow the Spin Punch to hit everything; allies and enemies. That would force the enemy to have to strategize a bit more rather than forever spins.