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Byrth
09-07-2014, 10:30 PM
Hello! Here are a few suggestions that I think would improve FFXI. This is not the first time any of these ideas have been posted, but I figure that putting them in one central thread might improve our odds of getting a response.



1) Reduce animation delays.
Justification:
* Original - Animation delays are periods of time after you initiate an action where you cannot take another action. These stop melee swings. For instance, Job Abilities and Weapon Skills stop your melee swings for 2 seconds and prevent you from taking another action for 1 and 2 seconds respectively. Magic stops your melee swings for 3 seconds and prevents you from taking any other action during that time. These exist to ensure that the animation for your action fully finishes before the next animation comes in.
* Response - It is very common to have capped delay reduction, which makes such animation delays feel incredibly awkward. Furthermore, this creates a large disincentive when using job abilities, magic, and weapon skills. It also breaks up combat and just feel clunky when playing.
* Suggestion - This issue should have been addressed years ago. At this point, the problem is so extreme that reducing the delay to 1 second across the board would cause severe balance issues. It should be approached carefully, but strongly considered the next time you are adjusting the damage system. I suspect that reducing Job Ability delay to 1 second and magic delay to 2 seconds would not create balance issues.



2) Stop TP and Aftermath loss when switching between different Shields, Staves, Grips, and when changing between Ammunition and Ranged Throwing items.
Justification:
* Original - My understanding is that this TP/Aftermath reset mechanism is designed to prevent someone from building TP with one weapon that's specifically designed for it (like Kraken Club) and then changing weapons/weapon types and using the TP. I feel the above cases fall outside that general justification.
* Shields - There are several shields at the moment that are optimal under certain conditions, and Paladins frequently end up switching between them and losing TP. Having TP reset on shield changes just hurts Paladin's ability to maintain both the DPS it needs to hold hate at the hate cap and the durability it needs to tank.
* Staves - Different staves are designed for different purposes, and mages frequently need to swap between them in order to perform optimally in a given situation. This results in mages either choosing to not build TP (which is typical) or performing sub-optimally in one of their capacities, but building TP. Given that mages are hardly balance threats at the moment, it seems they should be allowed to change staves.
* Grips - Grips are essentially a piece of armor, so it doesn't make any real sense that they reset TP in the first place. It is true that someone might build TP in Duplus Grip or Rose Strap and then swap to Tzacab Grip for WS, but that's not too much of a balance issue at the moment and it would be nice to be consistent.
* Ammunition and Ranged Throwing Items - Unthrowable ammunition is commonly used for stat bonuses (like Yetshila or Ginsen), but jobs are frequently forced to choose between using a throwing weapon that would let them pull and using an unthrowable ammunition. This does not pose a balance issue and there are no items in the game that make this a threat under the general justification for TP resetting. It would be nice if it would go away.



3) Adjust the damage-dealt Enmity gain formula to be based on target HP% reduction rather than the damage number.
Justification:
* Original - I have no real explanation for the way the system is currently implemented. Someone must have thought it was a good idea at some point.
* Response - As monsters have gotten more HP (basically since level 50), the Enmity system has been essentially non-functional because monsters have enough HP that a party of DDs will invariably cap Enmity before the monster dies. This renders tanks impotent and forces us to rely on sources of damage that have fixed Enmity or redirect Enmity, like Coronach and Decoy Shot. It would be better if Enmity from damage scaled with monster HP, so doing 1% damage to an HNM would generate as much enmity as doing 1% damage to any other monster. This would be a far easier system to balance and to build tanks into, because you could set the amount of Enmity to be such that DDs simply don't cap hate in a 6 person party as long as they don't do too much of the damage. For instance, if doing 25% damage granted you 9000 Enmity, then a tanked fight with 3 DDs + Tank and a little Enmity reduction should be possible as long as no single DD does too much of the damage.
* Suggestion - I think it would be a more interesting game if tanks could legitimately be used in all content. The problem with implementing the change right now as proposed is that it would become way too easy for tanks to keep hate due to all of the tools you've added and values you've adjusted in the last two years. They would need to be nerfed (and damage taken Enmity reduction would need to be adjusted too). However, I would recommend that you consider this the next time you are adjusting Enmity.



4) Remove the category caps for job specific merit points
Justification:
* Original - Originally, this was probably seen as some kind of forced-specialization balancing act. It is a little bit difficult to argue that the developers legitimately thought people would be changing their merits around regularly given the incredible time investment that would have required when the system was created and 10 merit point limit, but some people do argue that.
* Response - People already merit the most valuable merit points, so allowing them to merit the rest of them would not result in a substantial balance problem and would ultimately amount to a minor buff for the jobs that have many useful job merit points (DNC, RDM, SMN, BLM, etc.). None of these jobs are in any real danger of becoming balance threats, so it's really just not a problem. This would let us spend more merits (more use for merits), would increase the value of upgraded Dynamis armors, and would be a minor buff to these jobs.



5) Remove the offhand limitations from RMEs.
Justification:
* Original - This limitation was originally implemented back at level 75 when having an extra stats in the offhand was considered too powerful.
* Response - Regardless whether or not the original justification was ever valid, removing this mechanism would give dual wielders more goals in game and would let those with multiple Dual Wield RMEs use the weapons they've created. This would amount to a minor buff to the maximum potential of Dual wield jobs, but that's hardly out of line at the moment.



6) Allow multiple aftermaths to exist at once (on their respective weapons when applicable.)
Justification:
* Original - Again, I feel this is either an implementation glitch from 2007 or some misguided balance-based decision.
* Response - Kogarasamune is certainly a powerful weapon, but it severely restricts playstyle because it relies on maintaining AM3 and Yoichinoyumi overwrites its aftermath. If we could allow multiple aftermaths to coexist, I think the game would be a more interesting place. Also, when dreaming up combinations it is important to keep in mind that the strongest aftermaths only apply to the weapon in question (ie. Mythic AM3 and all levels of Empyrean AM only apply to the Mythic or Empyrean weapon)



7) Fix the beetle's right foot.
Justification:
* Original - Animation birth defect
* Response - Poor beetle, has he not suffered enough?
http://forum.square-enix.com/ffxi/threads/893-Beetle-monster-s-front-right-foot?p=5154&viewfull=1#post5154

Malithar
09-08-2014, 09:15 PM
2) Stop TP and Aftermath loss when switching between different Shields, Staves, Grips, and when changing between Ammunition and Ranged Throwing items.

Don't forget clubs too! Though with a few viable damage clubs, and the most broken pre-ilvl TP gaining weapon being a club, I doubt that'd happen. ; ; The TP loss and animation swap from Aureole actually caused me to sell it and deal with the -4 MAcc by using Kalboron Stone.

Balloon
09-08-2014, 09:20 PM
2) Stop TP and Aftermath loss when switching between different Shields, Staves, Grips, and when changing between Ammunition and Ranged Throwing items.

Animators, too, PUP gets put on a lot of good TP ammo, and has a relatively high throwing skill but can make use of neither.

8) Animation and the Chat Log
Justification:
* Original - It makes sense that some things would be reported after the animation, before can be create a bit of dissonance between the action and the chat log.
* Response - Some animations are bloody long, and the incoming packet for action has been sent long before. COR rolls are a really good example of this, you have to wait for a number to pop up to tell you whether to reroll or stay. The chat in the chatlog takes a long time to come in due to animation length. You could make this decision a lot earlier if the response had been reported in the chatlog.
Is Skillchain damage still reported after the animation? If it is, gearswapping removes it from the chatlog and creates confusion as to whether or not you can MB from it, or if it even happened.
I'm sure there are more examples.

The offhand limitation is dumb, especially because it applies to things as easy to obtain as Acc and Atk. If you limited Aftermath or WS that'd be at least understable (though still dumb.) There are frankly more potent stats you can get in your offhand, and it means that if build multiple RME that one goes to waste or just isn't used.

Aeron
09-08-2014, 09:37 PM
If the devs did these can you imagine how many subs they would get? That is why I think they wont. All the above suggestions makes the game incredibly better. While the above suggestions are the best I have seen in a long time I'm not holding my breath for them to be implemented.

Balloon
09-08-2014, 11:23 PM
Byrth is also right about JA delay, but if it could be done on a case-by-case basis that would be better. BPs/Pet Actions/Maneuvers and DNC steps and waltzes should probably be exempt. Runes, too, perhaps.

JA heavy jobs currently suffer a lot more than others.

Aeron
09-08-2014, 11:44 PM
Considering that we are looking for more balance in the DD department, I don't think that heavy dd jobs should get a ja delay reduction but that's just my opinion.

Rubicant82
09-09-2014, 01:33 AM
Can I like this thread about 10000000 more time.
PLEASE SE PLEASE do these things :E

Lambtor
09-09-2014, 03:39 AM
The only thing I agree with is fixing the beetle's right foot.

Hoshi
09-09-2014, 09:26 AM
Very well thought out. I agree with everything but 7. Backwards beetle foot is the best part about him. D:

Lithera
09-09-2014, 09:57 PM
Have they fixed Cid's teeth? If not then I guess that would be #8.

Zhronne
09-09-2014, 10:51 PM
I quote almost everything Byrth said! <3
Not the first time he comes up with these ideas, let's hope they will finally do something about it, especially the merit caps one. I'd be happy enough if they were to increase the current cap from 10 to 15 honestly.

1) is a major issue for some jobs. I don't know what they can do about it, but if they don't want to fix it across the board for all jobs, they should at least find a solution for jobs like DNC, PUP and DRK. Maybe some more.

On 2) I'm not sure I agree with all the subpoints. I concur that nowadays it makes less sense than it did back at 75, but I still don't see this as much of a problem for melees. They should kinda do something for Mages though, especially those with RME.
Maybe the simple solution would be to not let your TP be reset if you swap your weapon while you're not engaged?.

For 3) I'm not sure it would completely solve the situation the way I'd like it (that is: with specific job traits for tank jobs that make them generate enmity faster and make it decay slower, noticeably, compared to DDs who should have an opposite job trait), but I can see it being at least much more effective than the current situation.

For 6) I'm puzzled. To which situations does this apply other than Samurai wielding an RME Great Katana + Yoichinoyumi? Can't think of another job. In which case it should be a fix for the Samurai job, rather than more generic, no? Honestly while I recognize the annoyance of this thing for Samurai, I'd dare to say there are more important things to be thinking of before touching this.

Byrth
09-10-2014, 12:35 AM
For 3) I'm not sure it would completely solve the situation the way I'd like it (that is: with specific job traits for tank jobs that make them generate enmity faster and make it decay slower, noticeably, compared to DDs who should have an opposite job trait), but I can see it being at least much more effective than the current situation.

This is essentially what SE has tried to do, but it represents a fundamental misunderstanding of the problem. The problem isn't that DDs gain Enmity faster than tanks or that tank enmity decays too quickly. The problem is that everyone caps Enmity (through damage or Enmity abilities) in about 10 seconds and then the entire Enmity system doesn't matter. The solution would be to re-scale the Enmity system (way down - or increase the cap dramatically) and change damage Enmity to be proportional to target HP. Imagine that a monster has 10,000 HP and that it takes 3000 damage to cap Enmity. Each of your melees can do 2999 damage, your tank can do 1003 damage, blow a few JAs, and maintain hate the whole time.

Now imagine that you're fighting a Notorious Monster with 100,000 HP. Your tank will lose absolute hate control when everyone caps Enmity at 89% of the monster's HP. Assuming you lean on -Enmity crutches, it's possible that your melee could cap Enmity at 79% instead of 89%. If you have a Scholar as a healer, maybe you can get down to 59%. If all your melee are DRG and you have a COR and they use Random Deal and Wild Card, you might even be able to kill it. How slowly would you be going with a bunch of -50 Enmity dragoons, though? Is there any current content that isn't timed?

If Enmity from damage was proportional to monster HP, you would be able to kill the Notorious Monster with 100,000 HP in the same way that you can kill the monster with 10,000 HP. Self-healing abilities like Benediction would cause hate-capping enmity problems, but I think it's okay for NMs to give problems sometimes.


For 6) I'm puzzled. To which situations does this apply other than Samurai wielding an RME Great Katana + Yoichinoyumi? Can't think of another job. In which case it should be a fix for the Samurai job, rather than more generic, no? Honestly while I recognize the annoyance of this thing for Samurai, I'd dare to say there are more important things to be thinking of before touching this.

Read #5 =p

Zhronne
09-10-2014, 02:44 AM
This is essentially what SE has tried to do, but it represents a fundamental misunderstanding of the problem. The problem isn't that DDs gain Enmity faster than tanks or that tank enmity decays too quickly. The problem is that everyone caps Enmity (through damage or Enmity abilities) in about 10 seconds and then the entire Enmity system doesn't matter.
I think both are part of the problem, with the latter having a much bigger influence.
But of course I implied they should also raise the overall enmity cap.
With a higher "roof" to fill as you proceed towards the fight, being able to lose less enmity and losing it faster respectively (in addition to generating more and less according to your role) would start to have more relevance.
It's the way it works in the majority of MMOs.
Enmity doesn't become trivial to the point that you can ignore it, you still have to pay attention from time to time and cannot go all out whenever you want, but at the same time it's much less stricter than old FFXI and at least it would work compared to the current situation.
The reason why their attempts didn't work is because they haven't been big enough, they didn't do anything specific for jobs (aside from the recent spell additions for tank jobs, which are cool but they need to be cast and can be dispelled) and they completely ignored the overall enmity cap. (aside from the gear one which has been recently raised).

Regardless, your solution is not what I'd be dreaming of let's say, but it looks to me like a very solid, efficient and also pretty easy solution to implement. Here's hoping they can see it too and proceed to do something about it!



Read #5 =p
Oh... the first time I read it I thought you only meant the part about the bonus not being calculated if you put the weapon offhand. Like the +attack etc.
In hindsight now I guess you meant being able to use the WS and getting aftermath from the offhand weapon?
Uh, dunno, mixed feelings about this. I see pros and cons.
Let's just say I won't really mind whatever they choose to do about it.

Byrth
09-10-2014, 09:01 PM
With the exception of Burtgang, which makes sense because Paladins rarely dual wield. Dual Wieldable RMEs have base damages that more befit the offhand slot.

Right now I go Terpsichore/Izhiikoh in serious content on DNC. Izhiikoh/Terpsichore would be an improvement. Just giving us the freedom to change weapons around would be great. Even if they made all the changes above, I would still probably never go Terpsichore/Twashtar (D89? Really?), but it would be nice to dream, and perhaps I would use it offhand on THF then.