Daemon
07-06-2013, 08:07 PM
Delve Plasm parties heavily focus on numbers. By counting how much plasm we gain from watching the log upon death per monster. Every party has been able to accurately state the amount that was earned.
In my opinion, it's this reason why players are separating the community and only wanting to party with the best as in... The top players they can rely on to net them the highest amount of plasm per run. (Reason i sometimes see "Delve Weapon Only Please" requested)
My opinion as a solution? Rather than monsters drop a fixed amount of Plasm. Random numbers would solve this. Rather than people knowing the exact amount, a random estimate could vary.
Also maybe throwing in extra bonus plasm for accomplishing certain things in parts of the fracture would also change the outcome of players using a general estimate to favor those over others.
Finally, party performing certain tasks with various jobs rather than just DD, be it old school skillchains, Magic burst. Adding an additional bonus of plasm and different rewards based on the task would encourage players to party with different jobs and include others.
I mean, BLM would be perfect for Magic Burst. And different jobs using different skillchains netting different outcomes on the rewards would solve the problem of leaving everybody out.
Each job has unique abilities specific to their role. By highlighting 1 point from each, using that ability to help the team progress better or reap better rewards in Delve would not only make every job useful. Every job would be appreciated.
To balance this out though you would have to give people a reason to include some of these jobs in the party. And since there are several areas and not one, this is how you can split the jobs around.
Between C.Battlegrounds, Foret De Hental, & Morier Basalt Fields, you could implement something that could allow 3-4 jobs to accomplish a certain special task in 1 of the 3 areas. We know SMN, PUP, BLM are heavily left out. Therefore through a job ability or job specific skill using some of these jobs to open wall fractures in these areas would allow them to be included. Jobs that are not typically invited or wanted would take up this role. Not saying you need all of them to be there but keep it to a minimal like say 2 jobs being able to open the walls. First 2 walls from SMN next 2 Walls PUP. And in case these 2 jobs are not available, you could give them the power to open fracture walls 5 min earlier as oppose to waiting for the time each wall opens on its own. Therefore parties who did not invite these 2 jobs with this special ability to open walls 5 minutes earlier miss out and will just have to wait for the normal time walls go down.
As for outer areas where Bosses are force spawned, you could apply buff and debuffs similar to the proc approach except rather than freezing the mob, a temporary bonus could be applied toward accuracy, magic accuracy, magic evasion, Attack, 10% increase in Weaponskill damage to players and INT down, VIT down, -10% Evasion etc for a duration toward Boss based on a certain jobs Proc. In order to avoid players only choosing favored procs, bonus applied should be given randomly.
A certain bonus could be applied for accomplishing a set task required.
HERE ARE A FEW EXAMPLES
JOB SPECIFIC
So if Blue mage was in party and did a self skillchain through chain affinity you could offer 10% chance each time Blue Mage does this everyone in the alliance could possibly have their Job abilities reset.
Since Chainaffinity has a time limit vs percentage I'm sure a balance could be made.
Red Mage Enfeebling with Dia III 25 Times will increase Phalanx potency by 10% for a duration. All enhancing spells will be extended 20 seconds longer. Since Dia III cost a lot of MP to cast, again balance is possible.
.
GROUP COMBO
Any 2 jobs performing a skillchain with BLM performing a magic burst could result in obtaining additional plasm throughout the run..
Any jobs that can perform 2 skillchains as a group, not solo, however those who perform first Distortion and then Darkness in consecutive order 3 Times you could offer everyone to earn temp status buffs like INT, MND, STR, VIT etc for the entire alliance. And for every additional skillchain by these same jobs will replenish those buffs.
This would encourage to make use of skills being left and forgotten and change the concept of grind til the end and get our items and leave system.
And for those who like to grind would still be allowed to, however the outcome results wouldn't be the same.
COMBINATION JOB SET
By Combining a set of 3 jobs you could allow bonus power-up gains. EXAMPLE: Summoner, Beastmaster, Puppeteer (Pets job) must be in party in the same group in order for the entire team to gain power-ups like MP Boost + INT 25 & MP Conserve +10.
WHM , RDM, BLM (Mage Jobs) in order to gain HP Boost + CHR +25 and 10% Pet Defense. That way you need those jobs to help each other.
Did you notice how I made the stat combo? DD combination gives Mage buffs, While mage combo gives DD buffs that way people will refrain from only getting DD or only getting mages.
If you include some additional tasks that can be performed anytime to net extra plasm or reward throughout the run through personal choice by option, then you would be offering the freedom to the player and not forcing the task to be done which would not end in conflict or disappointment by those not wanting to do it. However the reward for the task should be convincing enough to encourage people.
Because everyone needs Key Items from all these places, making room in the rest of the alliance for various jobs would allow everyone to participate. Especially if everyone can contribute to something that would make the outcome of the run different. Although you would either have to limit your requirement of what jobs are needed or include more than 1 option of completing the goal so leaders can resort to different setups rather than give up because the jobs needed were not available.
I know these aren't the greatest examples but it was meant to show you how every job could be included rather than only a certain few favored over the rest.
Rather than people looking at the outcome of how much plasm they earned total, people could look at the end of it as how fun it was when parting with different jobs that led to unexpected outcomes in the unique system of how different power ups were thrown in by a certain job performing the task.
This is just my opinion and my idea on how Delve could be better and thanks.
P.S. This could be your opportunity SE to make REM valuable again. For example in order to gain beneficial stats in a certain part of the fracture, Scholar with the Mythic Weaponskill Omniscience must be used on any monster within the required location if players want to gain a reward such as -10% PDT and regain +1 Tick for a short duration. Reward from success? (Due to Scholar not being a DD having low accuracy and attack, success rate would be low) 5X +1 Airelixers and 5,000 Plasm for nailing it. I wonder how many people will be motivated to unlock Omniscience and other Mythic WS if parties start requiring others to have these just the same as Relic and EMP, if you made these weaponskills needed to accomplish a certain task, maybe then people will urge others to go spend time and make one. After all giving us the power to do something special for others in our team big enough to make a noticeable difference that can change the outcome of every Delve run, the end result could be putting several parts of the game back in order again.....I mean... End game content requiring players to use end game abilities would make sense also.
This would be a different approach than the current Abbysea, VW proc, atma temp item system we have.
Would be nice to see a much more variety of jobs and different players out there playing in the new content :(
In my opinion, it's this reason why players are separating the community and only wanting to party with the best as in... The top players they can rely on to net them the highest amount of plasm per run. (Reason i sometimes see "Delve Weapon Only Please" requested)
My opinion as a solution? Rather than monsters drop a fixed amount of Plasm. Random numbers would solve this. Rather than people knowing the exact amount, a random estimate could vary.
Also maybe throwing in extra bonus plasm for accomplishing certain things in parts of the fracture would also change the outcome of players using a general estimate to favor those over others.
Finally, party performing certain tasks with various jobs rather than just DD, be it old school skillchains, Magic burst. Adding an additional bonus of plasm and different rewards based on the task would encourage players to party with different jobs and include others.
I mean, BLM would be perfect for Magic Burst. And different jobs using different skillchains netting different outcomes on the rewards would solve the problem of leaving everybody out.
Each job has unique abilities specific to their role. By highlighting 1 point from each, using that ability to help the team progress better or reap better rewards in Delve would not only make every job useful. Every job would be appreciated.
To balance this out though you would have to give people a reason to include some of these jobs in the party. And since there are several areas and not one, this is how you can split the jobs around.
Between C.Battlegrounds, Foret De Hental, & Morier Basalt Fields, you could implement something that could allow 3-4 jobs to accomplish a certain special task in 1 of the 3 areas. We know SMN, PUP, BLM are heavily left out. Therefore through a job ability or job specific skill using some of these jobs to open wall fractures in these areas would allow them to be included. Jobs that are not typically invited or wanted would take up this role. Not saying you need all of them to be there but keep it to a minimal like say 2 jobs being able to open the walls. First 2 walls from SMN next 2 Walls PUP. And in case these 2 jobs are not available, you could give them the power to open fracture walls 5 min earlier as oppose to waiting for the time each wall opens on its own. Therefore parties who did not invite these 2 jobs with this special ability to open walls 5 minutes earlier miss out and will just have to wait for the normal time walls go down.
As for outer areas where Bosses are force spawned, you could apply buff and debuffs similar to the proc approach except rather than freezing the mob, a temporary bonus could be applied toward accuracy, magic accuracy, magic evasion, Attack, 10% increase in Weaponskill damage to players and INT down, VIT down, -10% Evasion etc for a duration toward Boss based on a certain jobs Proc. In order to avoid players only choosing favored procs, bonus applied should be given randomly.
A certain bonus could be applied for accomplishing a set task required.
HERE ARE A FEW EXAMPLES
JOB SPECIFIC
So if Blue mage was in party and did a self skillchain through chain affinity you could offer 10% chance each time Blue Mage does this everyone in the alliance could possibly have their Job abilities reset.
Since Chainaffinity has a time limit vs percentage I'm sure a balance could be made.
Red Mage Enfeebling with Dia III 25 Times will increase Phalanx potency by 10% for a duration. All enhancing spells will be extended 20 seconds longer. Since Dia III cost a lot of MP to cast, again balance is possible.
.
GROUP COMBO
Any 2 jobs performing a skillchain with BLM performing a magic burst could result in obtaining additional plasm throughout the run..
Any jobs that can perform 2 skillchains as a group, not solo, however those who perform first Distortion and then Darkness in consecutive order 3 Times you could offer everyone to earn temp status buffs like INT, MND, STR, VIT etc for the entire alliance. And for every additional skillchain by these same jobs will replenish those buffs.
This would encourage to make use of skills being left and forgotten and change the concept of grind til the end and get our items and leave system.
And for those who like to grind would still be allowed to, however the outcome results wouldn't be the same.
COMBINATION JOB SET
By Combining a set of 3 jobs you could allow bonus power-up gains. EXAMPLE: Summoner, Beastmaster, Puppeteer (Pets job) must be in party in the same group in order for the entire team to gain power-ups like MP Boost + INT 25 & MP Conserve +10.
WHM , RDM, BLM (Mage Jobs) in order to gain HP Boost + CHR +25 and 10% Pet Defense. That way you need those jobs to help each other.
Did you notice how I made the stat combo? DD combination gives Mage buffs, While mage combo gives DD buffs that way people will refrain from only getting DD or only getting mages.
If you include some additional tasks that can be performed anytime to net extra plasm or reward throughout the run through personal choice by option, then you would be offering the freedom to the player and not forcing the task to be done which would not end in conflict or disappointment by those not wanting to do it. However the reward for the task should be convincing enough to encourage people.
Because everyone needs Key Items from all these places, making room in the rest of the alliance for various jobs would allow everyone to participate. Especially if everyone can contribute to something that would make the outcome of the run different. Although you would either have to limit your requirement of what jobs are needed or include more than 1 option of completing the goal so leaders can resort to different setups rather than give up because the jobs needed were not available.
I know these aren't the greatest examples but it was meant to show you how every job could be included rather than only a certain few favored over the rest.
Rather than people looking at the outcome of how much plasm they earned total, people could look at the end of it as how fun it was when parting with different jobs that led to unexpected outcomes in the unique system of how different power ups were thrown in by a certain job performing the task.
This is just my opinion and my idea on how Delve could be better and thanks.
P.S. This could be your opportunity SE to make REM valuable again. For example in order to gain beneficial stats in a certain part of the fracture, Scholar with the Mythic Weaponskill Omniscience must be used on any monster within the required location if players want to gain a reward such as -10% PDT and regain +1 Tick for a short duration. Reward from success? (Due to Scholar not being a DD having low accuracy and attack, success rate would be low) 5X +1 Airelixers and 5,000 Plasm for nailing it. I wonder how many people will be motivated to unlock Omniscience and other Mythic WS if parties start requiring others to have these just the same as Relic and EMP, if you made these weaponskills needed to accomplish a certain task, maybe then people will urge others to go spend time and make one. After all giving us the power to do something special for others in our team big enough to make a noticeable difference that can change the outcome of every Delve run, the end result could be putting several parts of the game back in order again.....I mean... End game content requiring players to use end game abilities would make sense also.
This would be a different approach than the current Abbysea, VW proc, atma temp item system we have.
Would be nice to see a much more variety of jobs and different players out there playing in the new content :(