Let me give you an example:
1) Players do current battlefields to improve their character by obtaining drops.
2) Higher tier battlefields give more drops.
3) We're all mortal, so time is scarce.
1+3 = 4) It makes sense to optimize the number of drops/player.
5) Some setups are more efficient than others, allowing you to defeat higher tier battlefields or successfully lowman lower tier battlefields.
The system (#2, #5) is combined with relatively constant factors (#1, #3) and determines which setups and players are valued. It creates feelings like, "This dumbshit PLD is wasting our time (#3) and sucks as a DD and as a tank (#5)."
Now, I'm not saying that some people don't play the game to RP while being all buddy buddy with strangers in a monthly subscription internet chat room, but #1 seems pretty logical to me. Heck, at least one player leveled to 75 solo and without a subjob. People are strange. If I'm going to play a game, I'm going to play to win and I don't think that's some deviant attitude that needs to be eradicated.
As for the other shit, I'm only reading the rest of this post. Learn to be concise. Anyway:
Enmity - Enmity is broken at the moment. There are 2-3 DDs in the game capable of killing a iLevel 119 NM in a group without capping hate and having to serve as a tank. If it was fixed, jobs like RUN would have a much larger niche to fill. I'm an Aegis/Burtgang/Ochain PLD with full 119 AF/AF2 and I approve of this message.
Forced Delay - When you use a JA, WS, or Magic, you incur a mandatory 1~3 second delay. When you have capped Haste and all the STP that SE has thrown at us, this 2 second delay for WSs is something like 40% of your TP time. Activating a JA had better be worth 20% of a WS, or it's not worth using. This needs to be reduced. Jobs like DNC, PUP, RUN, etc. rely heavily on JA spamming. All magic DDs rely on magic spamming, etc.
Accuracy / Magic Accuracy - These are the only stats that SE can use in their current system to gear/buffcheck people... or, as happens currently, gear/buffcheck pets (who can't get buffs). Downside obviously being that pets can't receive real buffs at the moment. It would probably be a more manageable system if Acc/MAcc decreased slower after hitting a threshold Hit rate (like 75% or something). It's also a huge pain in the ass to have to bring along four jobs basically just for Acc buffs/Evasion debuffs, or to start a fight that you aren't fully prepared for and end up with a 20% hit rate that you don't have the jobs to combat at the moment. Without this issue, there would have been no real need to put 242 skill on iLevel 119 weapons.
Pet mechanics - Pets cannot receive buffs like party members, which renders pet jobs useless in higher tier fights where buffs are mandatory (specifically Haste buffs). Pets should be treated as party members.
The problem is that fixing these issues could have huge reverberations throughout the game. There are other changes that could be made to address these issues, but they are equally devastating (changing Haste from Delay*[1-Haste%] to Delay/[1+Haste%])
Overall, something should have been done about these issues before the cap was even raised from 75. Enmity should have been fixed before the cap was raised from 50.


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