
Originally Posted by
Peregrine
Reward Diversity
-Party bonus: Strength in Diversity. Share the burden of the fight efficiently, decreasing stamina costs. Effectively haste.
-Change Light Party / Full Party bonuses to only count number of distinct job/class combos.
Prevent job-stacking synergy
-Eliminate buff preservation on hit 2 and 3 of multishot
-Change archer's heavy shot to a status effect that can be multipliedx3, reduces regain instead of depletes TP.
-Enemy rage mode or enhanced weaponskill activation for damage dominated by DoT or certain types of damage. Enemy protection from 1-shot TKO methods (chi blasting, manaburning, multishot*5).
-Introduce mob buffs that generate diminishing returns for the same damage type. E.g. after taking (slash/pierce/etc) damage type, further (slash/pierce/etc) damage type is reduced by 10% for 4 seconds.
Eliminate cliché challenge
-Enhance unique gameplay features involved in 20% boss overdrive modes
-Reduce reliance on heavier AoE, more frequent AoE, and 1-shot weaponskills in 20% boss overdrive modes.
-Add status effect doughnut abilities to penalize ranged attack on bosses to compensate for any meleeing AoE's implemented: 1:1 ratio overall.
-'Doughnut' abilities could include very long range AoEs that do greater damage / lower stun at close range, and lower damage / longer stun at long range.
-Grant melee classes reactive defensive abilities to mitigate AoE damage (e.g. reduce damage of next AoE attack by 50%)
-Enhance access to key abilities like stun if stunning is implemented as a required tactic.
-Enhance access to true crowd control, or reduce occasions where difficulty primarily lies in the N of the enemy group. Eg: marauder: AoE petrify (pseudosleep). Pugilist: Knockout (single-target pseudosleep). Lancer: Pacify (lock an enemy in a hold, sacrificing your actions to prevent theirs) Gladiator: Reactive Strike (Gladiator stun-interrupts targets next action, but any gladiator action interrupts ability)
Prevent ranged jobs from dominating endgame
-Enhance meleer output. Balance output required for fights to ensure ranged damage is usually insufficient to succeed alone.
-Eliminate TP-feeding argument on bosses that prevent light DPS meleeing
-Provide meleers party strengths that they are actually invited for (Marauder's aren't invited to AoE, or CC, pugs aren't invited to tank)
-Introduce mechanics that prevent all enemies from targeting the same target (i.e. "harasser" minion that cannot target same player as boss)
-Introduce enemies that are primarily ranged, and inflict greater damage at long range / lesser damage at short range
- Introduce "thickened air" shields, where the amount of damage is reduced proportionally to the distance between player and enemy
- Introduce bubble shields (ala Limsa opening cut scene) that prevent players from outside the shield from inflicting damage until the body part generating the shield is incapacitated.
Eliminate job stigmas quickly
-Respond to warning signs of job impotency (lolmrd comments, anti-lnc arguments, pug is a waste of a party slot, why invite X when there's Y to do it better) quickly, first with verbal acknowledgement that the job is insufficient and that a patch will be produced within 3 months= of the start of warning signs.
Do not allow imbalance to snowball
-monitor Youtube for bragging tactic videos using repetitive styles.
-Quickly incorporate player-designed tactics into the game by modifying and approving the tactic officially, or patch an unacceptable tactic. Time frame: within 1 month of discovering the tactics' use.
-Fix all imbalances within a period of level cycling to prevent an entire generation of players levelling a job just for the imbalance and effectively rendering balance correction unpopular by biased participation.
-Build tool that logs party composition of parties that engage bosses. Trend the results.
-Have GMs spot-check and observe boss fights, looking for imbalance. Introduce new abilities and/or tactics to bosses to counter imbalanced tactics.