First let me say I’m really looking forward to this game, but from what I’ve gathered watching and reading online, you are required to grind out “quotas” for damage/etc. with each skill to rank up with a monster. I for one really don’t agree with this system, as the only benefit is that it forces players to try everything out to find out what they like. Once that novelty has worn off, however, people will want to play their way, and if that way means that they won’t be going for something like Flame Breath damage, then wouldn’t that be a problem? I understand that it’s one way to keep “interest” in the game, but this could easily be achieved with straight-up challenges for straight up bragging rights, like skins and what-have-you.
Maybe things will be different than in the Alpha, but usually the consensus on grinding is pretty negative. I can support it somewhat when it’s for bragging rights, but if it’s related to unlocking core mechanics such as new monsters I can’t say I agree with it at all.
Shouldn’t the grinding system be based off of things such as Accumulated Wins, Victory Time, Evolutions, and Objective Capturing? Linking the system to ability damages means people will purposefully draw games out and play with their food in order to rank up and boost their own stats. That seems like that exact opposite thing we would want happening.