Yeah ok but that’s not true. I think Xenoblade allowing people to level up too easily (by avoiding traditional rpg grind) in the game esp in 3 is getting to people‘s brains. Most enemies have different status effects and inflict different kinds of damage. There are gems available (specific to each enemy types) and set ups you can do to win fights faster or live longer against certain enemies. That’s the whole point of the series. 3 is the least spongiest by far. Might be the easiest Xenoblade. I remember complaints about XC2 being spongy and enemies one shoting you. I’ve never understood those complaints because the whole point of xenoblade combat is to maximize the damage output and avoid death. Essentially, if you’re good you win fights faster and staying alive long enough to output damage. High HP isn’t necessarily a bad thing since you suppose to show how fast you can chip at it. If you’re slow, it just means you’re bad honestly not that the game is “spongy”. If enemies/bosses die super quickly, then what’s the point? It’s not a reflex based game at all. It’s more about managing the combat itself. A lot of enemies have different status effects that hinder you in different ways so you have to change your set up. And all of the Moebuis literally have different unique powers that affect combat.
Levels are just a safety net for people who want to brute force each encounter. I think Xenoblade 3 letting people getting over leveled very easily negates some of the enemies combat effects. People saying each fight is the same are probably 10 or 20 levels higher than the recommended level. This isn’t even unique to Xenoblade either it’s all rpgs lol. The Bonus Exp is a bonus but of course most people just use it all the time anyways. Thankfully, hard mode is there but I do think they need to patch the leveling down option back in.
Another thing that might confuse people‘s brain is the fact that Xenoblade is straddling the line between real time and “turn based”. So some of the enemies combat effects are just an icon or a glow. There are no hitboxes, projectiles, or any patterns for the player to dodge. No real time physical hindrance most of the time. There are some but It’s mostly numbers and effects. Some people don’t pay attention and then die and then not knowing why they die. And then they think all encounter is the same. Maybe if they turn the ”status” effects into something more tangible that might have helped. Some enemies do knock you or slow “bog” you or whatever I think more of that might help. But then again, some people might not like those. I’ve heard complaints about that. Some of the physical hindrance aren’t flavorble within the community.
I played the game on hard mode and every encounter it's basically the same, even if I am not over levelled because I didn't use the free extra exp of the camps. Even the super bosses that are 20 levels over you can be defeated the same way.
As you say, all is limited to maximize damage and avoid dead. Which can be translated to: controlling agro. There isn't any more strategy than that in the game.
Enemy types don't matter at all. Yes, you can have items that maximize damage to specific enemy types, but a +100% damage ring to flying type enemies is not strategy. It's just the annoyance of changing your held item depending if you are fighting a type of enemy. But you know what? Even that is irrelevant at all because you can have lunar rings for +100% damage for fusion arts which works the same as damage output for any type of enemy.
In this cycle of maximizing damage and avoiding dead, every enemy is fought the same way. Debuffs in the game are broken in a bad way, they basically don't work on most bosses and super bosses. And buffs are broken in a positive way. So, this simplifies the combar even more and makes the optim way to fight all the same for every existing enemy. You just need a pair of signifiers spamming buffs to the party every second with a power charge art as a master art and a thaumaturge that negates the enemy debuffs in your party with a barrier so whatever the enemy inflicts you it doesn't matter. There, you negated every enemy differentiation and just won every battle the same way.
Then you just use a zephyr with high evasion and high aggro so the enemy can't hit your party and two attackers inflicting high damage. You don't even need to combo, just use a crit build and span those power charges received by the signifier with the two most high damage arts you have... Crit build are broken in every game of the series Nd melt bosses.
And the end is all reduced to that. The biggest enemy you have is controlling aggro, not the enemy debuffs which are irrelevant. But basically with arts that allow you to reduce all your aggro and others to multiply it in your high evasion guardian... It's not issue and every enemy is fought the exact same way.
That not talking about cheese starts of full invincible parties or non stop combos without touching your controller not allowing the boss to do anything...