So let me preface. This is a fairly long post that goes over a FICTITIOUS combat revamp that I've been toying with over the past month. It touches on GCDs, oGCDs, how tanking/healing could work differently and be more active and less punishing, and how encounter design could stand to be less pass/fail and binary. As a bonus, to help put some of the ideas into perspective I even design a complete from the ground up redesign of the PLD job. In that redesign I tackled some elements like incredibly boring low level gameplay (IMO a HUGE drag on FF14 as a game) as well as more interesting abilities and mitigating button bloat.
All I am asking is read it, try to understand and envision what I going for and talk about it. Tell me things you like. Tell me things you don't. Offer your own suggestions/ideas, etc. Have fun with it. This concept originated because I had seen a lot of discussion on reddit about the healing/tanking design paradigm that SQEX has been employing and how its detrimental to the longevity of the game.
Personally I agree, the reason being how can they possibly add any new tank/healing jobs without there being a staggering amount of overlap with the existing 3. I mean hell, just adding the third, kind of caused a bit of an issue.
That said, I do not want to get into that discussion in this post. We can do that in another if anyone would like. I merely wanted to set the stage for WHY I created the re-work and some context into the design philosophies I'm employing therein.
GCD:
I know that most people like the slower 2.5s base GCD. I am going to propose some changes here and am splitting it up between casters and weaponskill based jobs.
Weaponskill based jobs changes: (Tanks, Melee, & Phys Ranged)
I like faster gameplay. So it should come to no surprise to anyone here that my concept accommodates that. Please analyze under the assumption that all jobs will be re-worked to follow the paradigm (so stuff like MNK/NIN would be redesigned to retain their faster playstyle, but still fit this).
One main reason I want faster gameplay is because the concept of "combo" feels very off in this game and I'd like to shorten interim combo presses to a 1.5s GCD while leaving 2.5s between full combos.
An Example: You hit Fast Blade -> incurs 1.5s GCD -> You hit Riot Blade -> incurs 1.5s GCD -> You hit Judgment of Azeyma (see PLD rework) -> incurs 2.5s GCD as combo is finished.
I think this is a fair compromise of both styles. Combo's FEEL more like combo's now, but when finishing one there is a delay that is familiar.
Caster based jobs: (Casters/Healers)
I don't think spells should be subject to a GCD system. I think the cast time aspect should be able to handle that on its own or have GCD match the spell cast (thus basically hiding it entirely). I'm very open to ideas as to if/why this would be bad as I am not an expert on it.
An example: You cast Cure -> 2s cast goes by -> Cure resolves -> You cast Cure -> etc.
The idea behind this iteration would be faster healing gameplay, that would be supplemented with less incoming burst damage, but steadier varied damage. More on this later.
oGCDs:
I really want to really prop up the oGCD as a core system. Right now IMO oGCDs are insanely binary and boring. 99.x% of the time they're mindless press on cooldown abilities. I want to shift these away from that and into our more situational and "job gauge" spending abilities.
An example for PLD (based on re-work):
Shield Swipe
Type: Offensive oGCD
Potency: 140
Range: Melee
Cost: 20 Oath
Condition: Usable after a successful Block.
Effect: Deals damage and allows a weapon-skill to be cast for free as if it was an oGCD. This use does not interrupt the current combo and must be used immediately after the Shield Swipe.
An example: You cast Fast Blade -> You block an attack triggering the availability of oGCD Shield Swipe-> Incur 1.5s GCD -> You cast Riot Blade -> Incur 1.5s GCD -> You cast Shield Swipe -> You cast FREE Royal Authority -> You cast Judgment of Azeyma -> Incur 2.5s GCD.
This gives a small bit of insight into the bonus Paladin re-work. The idea here is a reactionary ability that triggers a decision making process. Do I need threat, damage, or defense. Keep in mind I am aware that double weaving oGCDs inside a 1.5s GCD is "bad" as it delays next GCD, but given the power of the ability and the fact that the finisher is treated as an oGCD and not a GCD it only pushes it back slightly I'm ok with that. Always open to better implementations if you have one.
Hopefully the point I was trying to make is to make oGCDs more interesting than bland buffs and things that actually impact or change your approach to the encounter.
Crowd Control:
I want crowd control back. Interrupts, slows, stuns, etc. Tie most crowd control to oGCDs, not cross role nonsense. Give certain roles/jobs better versions. For instance, Tanks likely have the best stuns. Best being defined as a measure of cooldown/cost (if any), duration, range, AOE vs. ST, power, etc. Melee probably get best interrupts, ranged get best snares/roots/slows, etc.
Interrupts:
Have bosses that cast things that can be interrupted. Tie these mechanics to less scripted timers forcing people to adapt and be aware and also have failure to interrupt not be instant death. I.e. damage spikes on a tank, they react by shifting to more defense and healers focus on more triage to stabilize. Maybe missing an interrupt spawns an add, creates a dangerous void zone, destroys part of room, causes enraged status for a brief period, spikes burst damage, drains resources, heals adds/boss (less strict hard enrage timers, but much more soft enrage design), etc.
Slows:
Enemies that need to be slowed to better control flow of incoming damage. Maybe allow bosses to be slowed and let a tank kite to give healers time to catch up/drop stacks, etc.
Stuns:
I want to bring in this concept of "CC armor" here. Have bosses do special attacks, again on not strictly coded timers, that require coordinated CC from the team to delay/prevent. B&S/Wildstar used this system to great effect IMO. Enemies and bosses would have varying levels of CC armor for their attacks and each job/role would have varying degrees of effectiveness in those stuns. CC would only be available during the boss' attack.
Think of it like this:
Boss has 5 different basic abilities with varying "CC armor":
Tankbuster (4)
Raid AOE pulse (5)
Persistent Voidzone (2)
Self Buff that grants damage buff and vuln down buff. (6)
Resource Drain (4)
Lets say every 45s or so the boss cycles through these 5 100% of the time, but possibly up to like 6 or 7 times. You'd never have enough CC to stop them all. Missing one wouldn't be a wipe, it would just make things harder and change how you recover/adapt.
The idea would be as a team you'd decide which of these are the most dangerous to you at any given time. Imagine your tank is out of cooldowns, and is at 26% HP. You see a tankbuster casting. By time it finishes the healer might be able to get tank up to 55% HP. It might be safer to CC that, ignoring the tankbuster, and eat the persistent voidzone that makes the room smaller/makes follow up mechanics harder.
What happens is the encounter becomes dynamic. You now have a smaller room, but safer health pools. What happens if you do this strat 5 times? Now you have very little room. That's dangerous. Imagine if over the course of the fight, you're close to killing, but the boss has gained 6 stacks of damage up. That means any raid wide damage or tankbuster going off could be a wipe. You prioritize those and push the DPS and try and clear. Failing a CC isn't a wipe. It's a choice that impacts how to approach the fight and lets you work around your comps. Imagine one raid night you're stuck with 4 melee. That means raid wide damage isn't hard to heal (everyones stacked), but space is paramount, so you focus on interrupting those abilities and eat the damage taken ones.
Tanking Paradigm:
Tanks have 4 main responsibilities. That is Threat, DPS, Mitigation, and Positioning. Currently I feel that NONE of these responsibilities are captured well. Threat is irrelevant, DPS is passive, Mitigation is one and done, and bosses RARELY move. Under my proposed paradigm A tank has to spend its resources on which of categories it needs at any time and that will shift multiple times over the course of the encounter.
The other bit of design I'm interested in capturing is that a tank can adapt to his group. If his healers are weak and his DPS are strong, he can focus on covering for the healers. Alternatively, if DPS is bad, threat is less important, but damage checks might need help getting through allowing a tank to shift his resources to DPS expenditures.
Tank Swaps:
Ideally I'd like to see tank swaps be less taunt at X stacks or taunt to invuln Y. I honestly don't think that's good design. Better design would be a system that allows swaps to be more organic/dynamic as well as more defined roles.
Example mechanics:
- Boss hits hard and frequently. You would alternate based on the inability for a healer to stabilize a tank's health pool, this would give time to let the other tank recover slowly over time.
- Boss hits a tank with a debuff that enables them to do XYZ mechanic. I.e. Clear void zones, kill certain adds, survive XYZ. Maybe the debuff causes a rapid HP drain on the tank, thus having them tank and soak the debuff simultaneously, would be incredibly difficult to deal with.
- Periodic add spawns during boss fight (not intermission style that is commonly used) that give a reason to swap tanks or pull a tank off normal duty.
Threat:
Threat should not be a one aggro combo one and done. It should be dynamic throughout the fight. I.e. add spawns need snap threat, boss DPS check phases might need more threat, threat resets/drops, etc.
Mitigation:
Much like threat, mitigation should be a choice. Ideally because damage would be retooled to be more frequent and less bursty, you'd have an active mitigation in addition to sustained mitigation. If a tankbuster is coming through you'd want to have some mitigation up for it be it active (i.e. current mitigation), or sustained, which is where you use your rotational abilities to provide defensive benefit.
Paladin examples:
Sheltron
Type: Defensive oGCD
Duration: 10s
Cost: 30 Oath
Effect: Blocks a single attack reducing x% of incoming damage.
Royal Authority:
Royal Authority generates a shield equal to x% of its damage dealt that lasts for 6s. Any additional shield generated from Royal Authority that occurs during those 6s adds the shield values, and refreshes the duration to 6s.
This is to offer some synergy with Shield Swipe. In that you could rapidly dump your Oath on Sheltrons/Shield Swipe for blocks to hit back to back Royal Authority's and build a large shield to mitigate a huge hit. I like that kind of gameplay.
DPS:
The idea here is that you can push DPS as a tank, but doing so directly influences how much damage you take and how much threat you generate. There are parts of encounter design where DPS is incredibly valuable and sacrificing mitigation/threat is intended/viable. If you're spending Oath on DPS related abilities, you do not have that Oath to use on defensive/threat skills.
Positioning:
FF14 forces a lot of stand still type of encounters. I don't enjoy that (granted I completely understand given the games horrendous netcode how painful movement based stuff can be, let's assume it's fixed prior to a redesign of this caliber).
Space control is an amazing part of encounter design that frankly isn't used really at all or very well in FF14. The idea that as mechanics occur, parts of the room become volatile or problematic forcing an adjustment of strategies dynamically to succeed. That means tanks move bosses, tanks move away from bosses to do X, etc. That also helps build some tank niches, where maybe one tank has better AOE DPS, another has better AOE threat, and another has better mobility.
Let's look at Neverwhere from O4S. Instead of being a stand still DPS check for a minute and a half or whatever, it could have been a straight soft enrage with ever increasing damage and each big punch obliterates the part of the platform he's on. This forces the tank to move, the DPS/healers to be aware and position well and to clear him before you run out of space, or the damage is unhealable. Mechanics prior to Neverwhere could have impacted your existing space, thus forcing you to adapt. Imagine if because you had bad healers, but good DPS, you sacrificed some room to get more damage on the boss earlier. You go into last phase with not a lot of room, but also not a lot of boss HP left. This way you don't stress the healers, but instead shift that responsibility on the DPS.
Alternatively, imagine if you had bad DPS and good healers. You could go into last phase with a lot of room, and boss at a higher HP%. This allows you to take your time in the last phase and push it down safely assuming healers can handle the damage output.
That kind of decision making and encounter design sounds way more fun to me.
DPS Paradigms:
The DPS paradigm would stay similar, but I'd like to see different jobs be retooled for different niches. I.e. let some DPS jobs have good burst DPS making them very valuable for add phases/burn phases, and let others be strong at ST/AOE, or cleave (cleave usually refers to like 2 or 3 target damage output simultaneously).
Healing Paradigms:
Ideally my goal is to shift healing from the concept of reactionary burst healing to a more proactive triage style of healing. That means damage incoming faster and not nearly as scripted. To offset this it'd be balanced based on less bursty damage.
Healers would have skills that offered choices in triage:
WHM example:
- Cure: which is a moderate cast, moderate power, and moderate cost heal. This is your balanced heal most likely used on frequent damage receiving targets like tanks.
- Cure II: which is a fast cast, moderate power, expensive cost heal. You'd use this in more emergency related situations.
- Regen: would be your low cost, moderate power over time, and fast cast. Would be valuable to ensure high uptime given its low cost and solid power over time.
- Cure III: would fill a powerful AOE heal with limited range, fast cast, and expensive cost. This is your AOE stabilization spell. You couldn't sustain a raid very long with frequent casts of this, but its useful in its speed and burst healing.
- Medica I: would fill the niche of moderate power AOE heal, slow cast, and low cost. The opposite of Cure III. You'd use this when you are ahead of the curve and to offset obvious incoming burst damage. Not strong for stabilizing parties rapidly.
- Medica II: would provide very low power AOE heal, fast cast, moderate cost, and offers moderate healing of time effect with a large range. This would be the tool to help prepare and recover from big damage over a period of time. It doesn't do a significant amount of healing up front, but helpful in slowly recovering the entire party.
The idea would be that healers have different archetypes and differing efficiency within those archetypes. You'd have the ability to stabilize HP values very quickly, at a significant resource (MP) cost. Each job would have differing strengths and weaknesses, much like current FF14, but still allowing room for additional healing playstyles and healers to shine in different aspects of encounter design which is good IMO.
Paladin Job Re-Work:
The Paladin to me is still that sword and board tank who specializes in mitigating damage, lacking mobility, and offering some unique magic gameplay.
No more tank stances. Now the Job gauge is based off just the term "Oath". It has a max of 100, and is generated rapidly and spent rapidly with cooldowns that boost its generation and effects. This is also assuming that they get rid of "classes" and just do jobs from level 1. I tried to make the low level stuff more interesting by front-loading more abilities/traits earlier on.
Direct Link to image incase quality sucks ass. https://i.imgur.com/RTJxJQR.jpg
Quick notes: I am utilizing the PVP combo sequence (1 button changes throughout the combo) for PVE. I created a few new weaponskills to fill functions that were lacking and I consolidated and re-purposed several skills. A few examples:
Shield Swipe now functions differently. Flash is retooled as a burst resource generator, Stances have been retooled as DPS and defensive cooldowns respectively. They work as good resource burning abilities to try and keep up. Bulwark re-purposed as a smaller passage of arms. Royal Authority is changed to be a shield generator (sustained mitigation tool) instead of flat DPS.
You may notice some weaponskills are no longer 3 button combos, but are 2 button combos. This is intended. You could expect to see WAR/DRK have shorter DPS chains, but maybe longer threat/defensive chains. Then they would have varying oGCD potencies, cooldowns, and costs to help differentiate their strengths and weaknesses.
This rework cuts the current Paladin toolkit of roughly 32 abilities down to 22, while IMO (and please discuss) giving a much more engaging standard of play.
In Summary
The idea here is that I wanted to shift to a more active playstyle for all roles. To supplement this we needed more active encounter design. Less 1 shot mechanics. Less bursty damage. More decision making. More frequency and variation of mechanics and lastly job designs to support all of it.
Try to envision all the changes simultaneously when commenting and please share your feelings/thoughts/likes/dislikes and your own ideas.
I even had a pretty robust Materia system created (with over 30 unique materia created for this iteration of PLD alone that impact how skills work and interact with each other (imagine like set bonuses/talents in WoW), but unfortunately it's not ready and I've been sitting on this for longer than I'd like so i'd rather not hold it up. Please try not to hold the numerical balance at too high of a standard. I winged it. If something seems abnormally off let me know though.