Delgear
07-18-2025, 01:17 AM
I love game design and have watched countless hours of videos on it so whenever an opportunity arrives for me to give it a go I usually try. These are things I would do if I had the reigns, I am presently looking for work and would love a shot at making ffxi a more beginner friendly game.
I hear that there has been large changes to the strategy for final fantasy 11. I have heard there is a new emphasis on the “New player experience” I’m excited for that and I wanted to throw my hat in the ring for some quick things to help new players that would require what I would perceive to be small programming or easy implementation quick things. Generally, I see this as changing a single variable or copying another system over that already exists in game and adapting it to an existing bad mechanic.
One of the first things I see is that many jobs and subjobs don’t really add anything interesting, when ffxi first launched and for the many years I played it before lvl 99 and I-level, one of the fun things was all the random and weird and fun builds (elemental staff ninjitsu, subbing DRG for the assault earring, WHM.PLD,MNK bones parties, SATA dark knights etc.) Today the game feels so much more cookie cutter and there’s a lot less build diversity despite there being more classes or ways to approach enemy mechanics. I think by simply moving some “Iconic” features of classes to level 1 and 49 respectively a lot of more experimentation by beginner’s and a lot more fun. Here are the changes to some abilities for each class that could change the gameplay for ffxi to be more fun and exciting by only changing some small numbers in programming.
Main game mechanics:
Change it so removal effects will NEVER target enemy auras that cannot be removed, this is more of a trust problem than a player problem but sometimes non targetable removal like the debuff removing waltz will target things that cant be removed.
Change certain abilities to be “Stances” stances are undispel-able, and you can only have one “Stance” at a time … don’t worry we are simply modifying certain abilities already in the game to be unspellable and mutually exclusive. If you activate a stance, it removes any other stances you have and puts them on a decently long cooldown preventing you from getting both stances benefits in the same fight. With Samurai being the exception aka the “Scholar of melee”
--------------------------------------------------------------------------------------------------
Basic Jobs:
Warrior:
Move provoke to level 1
change berserk and defender to level 15 and make them both “Stances”
change retaliator and aggressor to stances as well and at 49
Monk:
Move Chakra to level 1 and change it into a Regen ability that has its own buff slot stacks with other regen rather than it only causing regen when merited and each tic removes one of its debuffs it can remove (furthest to the left) , Equipment bonuses can be divvyed up to regen potency and duration.
Change Counter stance into a stance and adjust it to increase guard substantially, counter rate as it does presently, and enmity bonus, but impose a haste penalty and evasion penalty.
Change boost to enhance the next non stance monk job ability or add Weapon skill damage to the next weapon skill, because it is a job ability with a cooldown it should probably be a higher bonus to WSD than dragoon passive @ 49-52 .
It would probably be much easier for you to balance monk weapons in the long run if hand to hand either counted as two handed weapons so you can utilize grips or more likely should be a dual wielder with claws and fists to allow greater equip variety if you did so martial arts + can just function like dual wield + or heck give them dual wield 1 and have the traits interact.
White Mage:
Move divine seal to level 1
Afflatus Solace, Afflatus Misery become the new version of stances (undispellable and mutually exclusive)
Black Mage:
Move elemental seal to level 1
Create a stance called Magic Barrage that increases spellcasting speed and conserve mp, available level 49 (free nuke spamming)
Create a stance called Careful casting that increases the damage of a spell based on its base casting time, and adds magic burst damage II (revive the ancient magic strategy, high risk on timing, high reward) available at level 49.
Red Mage:
Move Stymie to Lvl 1, allow it to interact with Helixes (other jobs like whm and blm and scholar could really make use of this ability
Change composure to be a stance and subjob accessible and at 49, rune fencer, Scholar, and to a lesser extent WHM and PLD would probably really like access to this ability, and makes it far less of a chore to keep buffs up on these jobs.
Create an enhancing spell that is accessible by sub job that over time(1/3 tics ?) removes the furthest left dispellable debuff.
Give red mage access to all the same regen spells as Scholar (enfeebling and enhancing are supposed to be their domain)
Thief:
Change thief to get dual wield 1 at level 1
Change Steal to be level 1 accessible and all previous treasure hunter trait instead affect steal, successfully stealing from an enemy puts one of its drops into the treasure pool avoiding its normal rarity rating higher dex/agi and accuracy increase successful steal chance.
Change accomplice to be a stance and damage you deal while behind an allied player increases their enmity in addition to your own and you recieve a damage taken minus when hiding behind an ally. Accessible by sub job at 49
Change collaborator to be a stance enhances damage and crit rate while behind an enemy with no one between you and the monster.
Change hide to drop a percentage of enmity and guarantee the next attack is a critical hit.
I hear that there has been large changes to the strategy for final fantasy 11. I have heard there is a new emphasis on the “New player experience” I’m excited for that and I wanted to throw my hat in the ring for some quick things to help new players that would require what I would perceive to be small programming or easy implementation quick things. Generally, I see this as changing a single variable or copying another system over that already exists in game and adapting it to an existing bad mechanic.
One of the first things I see is that many jobs and subjobs don’t really add anything interesting, when ffxi first launched and for the many years I played it before lvl 99 and I-level, one of the fun things was all the random and weird and fun builds (elemental staff ninjitsu, subbing DRG for the assault earring, WHM.PLD,MNK bones parties, SATA dark knights etc.) Today the game feels so much more cookie cutter and there’s a lot less build diversity despite there being more classes or ways to approach enemy mechanics. I think by simply moving some “Iconic” features of classes to level 1 and 49 respectively a lot of more experimentation by beginner’s and a lot more fun. Here are the changes to some abilities for each class that could change the gameplay for ffxi to be more fun and exciting by only changing some small numbers in programming.
Main game mechanics:
Change it so removal effects will NEVER target enemy auras that cannot be removed, this is more of a trust problem than a player problem but sometimes non targetable removal like the debuff removing waltz will target things that cant be removed.
Change certain abilities to be “Stances” stances are undispel-able, and you can only have one “Stance” at a time … don’t worry we are simply modifying certain abilities already in the game to be unspellable and mutually exclusive. If you activate a stance, it removes any other stances you have and puts them on a decently long cooldown preventing you from getting both stances benefits in the same fight. With Samurai being the exception aka the “Scholar of melee”
--------------------------------------------------------------------------------------------------
Basic Jobs:
Warrior:
Move provoke to level 1
change berserk and defender to level 15 and make them both “Stances”
change retaliator and aggressor to stances as well and at 49
Monk:
Move Chakra to level 1 and change it into a Regen ability that has its own buff slot stacks with other regen rather than it only causing regen when merited and each tic removes one of its debuffs it can remove (furthest to the left) , Equipment bonuses can be divvyed up to regen potency and duration.
Change Counter stance into a stance and adjust it to increase guard substantially, counter rate as it does presently, and enmity bonus, but impose a haste penalty and evasion penalty.
Change boost to enhance the next non stance monk job ability or add Weapon skill damage to the next weapon skill, because it is a job ability with a cooldown it should probably be a higher bonus to WSD than dragoon passive @ 49-52 .
It would probably be much easier for you to balance monk weapons in the long run if hand to hand either counted as two handed weapons so you can utilize grips or more likely should be a dual wielder with claws and fists to allow greater equip variety if you did so martial arts + can just function like dual wield + or heck give them dual wield 1 and have the traits interact.
White Mage:
Move divine seal to level 1
Afflatus Solace, Afflatus Misery become the new version of stances (undispellable and mutually exclusive)
Black Mage:
Move elemental seal to level 1
Create a stance called Magic Barrage that increases spellcasting speed and conserve mp, available level 49 (free nuke spamming)
Create a stance called Careful casting that increases the damage of a spell based on its base casting time, and adds magic burst damage II (revive the ancient magic strategy, high risk on timing, high reward) available at level 49.
Red Mage:
Move Stymie to Lvl 1, allow it to interact with Helixes (other jobs like whm and blm and scholar could really make use of this ability
Change composure to be a stance and subjob accessible and at 49, rune fencer, Scholar, and to a lesser extent WHM and PLD would probably really like access to this ability, and makes it far less of a chore to keep buffs up on these jobs.
Create an enhancing spell that is accessible by sub job that over time(1/3 tics ?) removes the furthest left dispellable debuff.
Give red mage access to all the same regen spells as Scholar (enfeebling and enhancing are supposed to be their domain)
Thief:
Change thief to get dual wield 1 at level 1
Change Steal to be level 1 accessible and all previous treasure hunter trait instead affect steal, successfully stealing from an enemy puts one of its drops into the treasure pool avoiding its normal rarity rating higher dex/agi and accuracy increase successful steal chance.
Change accomplice to be a stance and damage you deal while behind an allied player increases their enmity in addition to your own and you recieve a damage taken minus when hiding behind an ally. Accessible by sub job at 49
Change collaborator to be a stance enhances damage and crit rate while behind an enemy with no one between you and the monster.
Change hide to drop a percentage of enmity and guarantee the next attack is a critical hit.