Going to move through this bit by bit and edit progressively.
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Originally Posted by
KaldeaSahaline
At the least, we'd need full job redesigns and encounter designs. It'd be almost a complete redesign of the combat system. I will make a post one day when I get some time, with a full mock up rework of the system I am proposing and the Paladin job rework simultaneously to give some additional context as well as an example dungeon/raid encounter. it'll be super long, but a fun read I think.
I look forward to reading it!
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While I am at it I'd scrap positionals too (or fix the netcode to be as smooth as wows). Positionals coupled with the awful netcode is why they don't have a lot of boss movement, which I think is bad. Boss movement and space control are 2 incredibly important aspects of modern encounter design that FF14 just fails to utilize consistently or well. You can make DPS kits more interesting if you fix either of these issues.
I'd be fine with seeing positionals scrapped, and even happier to see them reworked, but I don't want to create any precedent by which to ignore the issue of the game's occasionally poor netcode or inconsistent implementations that would feel like netcode issues. Now that the server hub is a mere 200 miles away (though somehow still higher ping than any of my other MMOs, at 35-55, up from 15-35), I can finally play at a point where if I was out of an AoE just before the circle disappeared, I'm not going to be hit, but there are a number of oddities in our net code, as arbitrarily early snapshotting by bosses, or how ridiculously slow Galvanize is to take effect, or varying release points within animations across abilities of seemingly identical purpose (Benediction at the tail of its animation, for instance), that continually throw off a sense of intuitive timing. Positioning in particular seems to be an oddity, as I've had times where I've been dead certain I timed a skill right, only to see, very clearly, that I did not receive the positional bonus, as if the boss had not snapshotted/checked its position immediately before the queue, queue-release, animation-start, damage-release, animation-completion, or anywhere else you'd typically expect.
I feel like a lot of these issues with positioning in particular though, can be saved by adding a secondary "best of" check, and revising mob turning to look more natural, though, and I'd very much like to see such attempts before entirely condemning the possibilities for positionals and their future uses.
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I'm 100% on board with putting more utility on DPS. It sounds like you're recommending what we call "personals" in WoW. These are cooldowns that you use on yourself be it for mitigation/utility, etc. I main a Retribution Paladin which is a melee DPS, but I have the ability to share some of my defensive utility with other raid members in addition to my own personals. It's one of the reasons I like the class so much.
I actually kind of meant the opposite in this case. While I don't mind the idea of giving out more personals, provided they can be used integrally and satisfyingly enough, I want ultimately to give them more axis to interact with these things through mechanics to which anyone and everyone has access.
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I'm not familiar with the term "undermechanics" or how that relates to the discussion. More clarification needed here.
Undermechanics are those mechanics that basically just don't pop up in tooltips. They're not buffs, or debuffs, or damage types (though they can be assigned to a given damage type). Positionals, for instance wouldn't be an undermechanic per se, but the division of a hitbox into separately checkable elements of front, flanks, and back would be. They're the framework, upon which other mechanics or strategies can be built. For instance, someone else mentioned a (under)mechanic by which you take and deal less damage when distancing yourself from your target/attacker, but deal and take more damage when charging them. That range and direction-checking system would be an undermechanic, and it's things like those that I feel XIV could hugely benefit from.
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To make sure I understand this correctly you'r advocating AI that reacts in game to various inputs. I.e. If a DPS pops a big cooldown and does a lot of burst, he "snaps" aggro, forcing the tank to respond by re-picking it back up?
To a degree. I remember writing out a framework to Sandpark for every undermechanic I think would be necessary to generate interesting and diverse mob scripting / AI, but I haven't been able to dig it up as of yet. Let it suffice to say that you simply have a table determined by mob type that assigns multipliers to various throughputs (similar to how healing usually sub-multiplied to generate less threat/enmity relative to damage), but wherein additional throughput types have been added, such as mitigation (personal, external, sabotage, intercepting, or theoretical), where those types may vary based on whom they were applied to (saved the guy I most wanted to kill = you're next, or maybe even the new first), and the current enmity table or certain other triggers (e.g. %HP or %target HP or average enmity-to%HP) can adjust those multipliers. It would require a fairly robust set of undermechanics, but if made modularly, it could be reduced for the majority of mobs while still allowing for a comprehensive spectrum of behaviors.
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Another example, could be, player is low on HP boss "recognizes" this and focus' attacks to try and kill the player, or maybe is granted a haste buff (attacks more frequently) until that player is healed over x%?
In this case it'd be more like they'd adjust resource expenditure rather than receiving an actual buff, unless that's something unique to the mob type, but yes, in effect, very much like that.
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Am I understanding the core concept accurately? If so I would gladly support this (this lends gameplay credence towards Tanks, which I main).
Seems so. Let me know if you have any more questions.
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I felt that my tank paradigm covered this idea well. A DPS could theoretically soak damage for a period of time and a healer could even keep them up by rotating cooldowns, but the MP drain to sustain a DPS' HP would be very noticeable when compared to a tank. Not to mention DPS would lack the tools to sustain mitigation over time or threat which would make it a temporary solution at best.
The effects should be similar. I just prefer universal mechanics where possible. Right now I feel as if the main issue is that DPS are nearly all-sustain-no-control in their mitigation, simply because they lack the tools. The suggestions below were meant to create a way by which burst mitigation is passive in as sense, but limited, such that non-tanks can tank without making the incoming damage then being negligible to actual tanks. They'd remain a very temporary solution, but now there's a reason to rotate them out, soaking and recovering (from Stagger), and the actual damage doesn't have to be down-tuned to make these interactions possible (and therefore it doesn't come at the cost of their true punishment dealt over time).
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I'm somewhat opposed to this concept. I'm much more on board with the concept of wounded increases damage taken than I am with the concept of being wounded reduces throughput, but rather than a universal mechanic, I'd posit that'd be better suited as encounter specific (or even an "affix" a la WoW's Mythic+ system).
The reason I feel this way is that it wouldn't feel fun to the healer. You're in the hole and it's getting increasingly harder to get out of it. It should feel that way organically (which I think simply being low HP while still taking incoming damage does a good job of being fair, but engaging). Like I said though, I'm not 100% opposed to it and would definitely support a SEMBLANCE of this mechanic.
Regarding the throughput example though I'm not sold on that. It would feel very unfun much like old weakness did. It punished you so harshly that it wasn't fun.
Again, my wholly personal preference is just to have as much developed from the start as may be necessary for later interactions. I'd love to see a XIV Mythic+ then say "enemies deal doubled Stagger" or "Stagger is doubly effective", but I wouldn't want it to be coming up with a whole new system that isn't necessarily thematically tied-in for a specific piece of content or variant thereof. And clearly I do at least think this has solid potential to be beneficial to the game... as much as my explanations above may rightly leave that in doubt to others.
I see what you mean about this potentially inviting a gameplay "hole that you can't dig yourself out of" — easy to fall in but a bitch to get out of — which is something I've always tried to avoid in the past. I've considered as much when creating it, but ultimately it always seemed to come down to understanding of the mechanic and to tuning as to whether the pitfall was large enough to make the system unfun, and (just in the few calculations I've run in my head) that pitfall doesn't seem like it ought to be a problem -- not to say I'm not worried about it, nor that I'm not rechecking it constantly. The idea therefore is pretty spitball thus far, especially in terms of the offensive vs. defensive penalties of Stagger.
Again, though, the idea here is that the same mechanic by which DPS can suppress and aid in mitigation and focus down key enemies in a much-increasedly coordinated manner, those mobs can use on them if they're not careful. I don't wish this just to be a way to keep enemies scary while allowing non-tanks to contribute; I want it to feel like two-sides of the same coin, such that when you face well- or interestingly scripted enemies, it feels like a real fight, where the smarter and more coordinated team wins.
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1) I'd need specific examples here as to why this relevant and what it represents. If the goal you're suggesting is to have the tank in front always while everyone is behind them how would melee DPS work or would they be expected to circle the boss and just soak the damage and be healed more often?
Without the package deal, it's not relevant. With the package, it allows for something we don't see often in this game — active dodging, outside of just particular telegraphed AoEs, albeit at cost to uptime. E.g. effective kiting/fleeing.
As for what it'd look like, just think of any attack from a non-tab-target game. They have to be AoEs, or at least (more clearly stated) angular attacks. Now, they may still only hit one enemy, but they always cover a specific angle relative to the user. That's what I meant here. As such, if you get in the way, you get hit. That makes mis-aimed tanking a bigger threat, but when something can still only strike a single target, it also makes interception a potentially huge deal.
To be clear, the suggestion isn't for tanks to always be between the enemies and their party-mates; it's simply to allow for tanking, by anymore, even when not one of the targets being directly interacted with (main target in most cases...), or where there are more targets being interacted with than you want to have be interacted with (...but potentially targets 1-3 when facing a three-headed dragon, etc.).
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2) This mechanic currently exists in O4S. I would not be opposed to making it more readily used as well as tanks having more "Passage of Arms" styled abilities on shorter CD's that incentivized the notion of taking the brunt of an attack for a party.
Yep, and T10, I want to say(?), before that. I'm just hoping that if it can become a universal mechanic, then we can really play with the idea of interception, and possibly even fix SE's "AoE issues" just through its flip-side (so long as mobs can eventually have Defense, which then adds in the possibilities for Meltdown, Armor Breaks, etc. At that point we could just face the same progressive mitigation as they do, and that would pretty well solve the "mass-AoE issues" currently covered only by arbitrary and mismatched diminution tiers with a shared cumulative mitigation mechanic.) And hopefully we can make it respond a bit less laggily / wonkily / not need to snapshot so early.
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3) Rather than tuning the tanks hitbox specifically, I think a better opportunity would be to tie the abilities to the hitbox.
I've gone like 4 different ways on this. My favorite idea was to include it in such abilities as Bulwark, Shadow Wall, or any other that sounds like you'd be doing something like that, but were that the case, I'd also want to pare down those CDs a fair bit. And, of course you can work from the reverse and have enemy abilities have hidden enlarged projectile boxes that take the "best of" (your perspective) hit. And you can have some attacks be affected by the hitbox enlargement and some not, or only be affected during those tank abilities (so long as it remains intuitive). It's all still very rough.
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Blade and Soul did this extremely well (it's also hands down the best MMO combat I personally have ever experienced).
I agree. If only it didn't slow my movement speed unnaturally, I'd probably be playing it right now instead of any WoW/GW2/XIV. The Chinese-B-Movie-esque Main Questline did wonders for leveling, but the combat itself is what kept it so damn fun. It's also been a solid model, imo, for button-efficiency, but that's a later, merely tangential topic...
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Here's some detail on the CC rework:
Running out of time, so I'm just going to throw out my own ideas on CC real quick. I apologize that I won't be responding to your technicals, here, but know at least that I've read them wholly.
I tend to try to work CCs into sets which naturally downgrade into each other in series.
Imagine that each CC effect (stun, silence, pacify, sleep, etc., etc.) has a natural downgrade. If you can't sleep an enemy with Repose, then at least you can calm it, reducing its total Enmity and dropping it out of an Enraged state. If you can't stun an enemy with a particular skill, then at least you can pacify it, or slow it. Even if the boss itself is immune to loss of control effects, loss of control effects can still at least affects it attacks, and if immune to skill-loss, then at least those rates can be affected. The effect converts, made less impactful in the moment, but potentially given expanded duration. Immunities cap rate of effect, or effectiveness, but not so much total effect, or effect over time.
Moreover, I'd prefer that these effects be given not in fixed percentiles and durations per ability, but by potency. This allows not only allows for a non-arbitrary system of exchange in that downgrading and allows a more visible effect to one's damage CDs and increases to relative potency elsewhere, but also means that status effects have to be dynamic values, similar to HP... which means they can stack. Player#1 tries to Stun Elite Mob#1, but lacks the potency to activate it through their resistance. That potency is then downgraded and gradually fades, indirectly giving a particular percentage and duration in Pacify or Slow (still considered latent stun even while sourcing the downgraded effect). But now Player#2 does the same thing, stacking his CC atop what potency remains before it's faded too far, and uses it to break through the resistance and stun Elite Mob#2.
(In my head, this all plays off the same backing code as Stagger, insofar as how resistance determines x % effect over y duration, etc.)
Additionally, though, I'd also like to allow for creative indirect stacking, which in turn allows for creative error.
For instance, let's say XIV could eventually take on the Launch and Smite (Knockdown) mechanics of FFXIII or B&S. What would determine one's resistance to Launch? Essentially, whatever's opposite to what outside factors would determine their resistance to Smite (Knockdown) — Weight — with Slow towards either end of latent potential. If they're Snared, that's pulling them down, meaning greater effective Weight. If you manipulate their Weight directly with Gravity, that'll Slow them and make them easier to Smite. If you enclose them in a giant, reinforced(?) bubble of water, making them bouyant, that'll Slow them and make it easier to Launch them. Aero III, Full Thrust, Inner Beast, The Forbidden Chakra, Shadow Fang... these skills would all have increased Launch modifiers (or rather, would convert very high portions of their damaging potency to Launch potency) to match their animations, while an outward-ing skill like Holy or Flare would source Launch if they're already airborne beneath them. In turn, skills like Skull Sunder, Power Slash, Butcher's Block, Rage of Halone, Tornado Kick, Whirling Thrust, etc., would be especially useful for Smite. More than that though, what about true Mass? Saturate the poor bastard, and then freeze that over to add Weight via Ice. Launch the guy skyward with Aero 3, Fire 3, FT, IB, SF, TFC, have your DRG jump up after him to F&C him a little higher while the BLM Triple-casts Flare, then let the Fists-of-Wind Monk join the Dragoon via a second ally-assisting Aero III and join his Whirling Thrust and the BLM's Blizzard IV with his Tornado Kick while the AST casts Gravity to send the poor bastard crashing towards the ground as quickly as possible for Relative Weight-based damage.
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...Short of all that, this is what I, too, would most want to see:
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2) Boss mobs have CC armor (similar to BNS/WS). You can't CC a boss whenever you want, only during specific attacks. If a boss has 2 CC armor they'll need to be CC'd twice in the time window or a job with more powerful CC will be tasked with doing it solo. A boss could have 6 or 7 or 8 CC armor, requiring multiple people to CC.
If this had just been given earlier, CC waste couldn't have been given as an excuse for pruning so many skills. You can't particularly screw things up for others — because, say, stun DR is only affectable (stuns only doable) when stuns are relevant — but you still still have that feeling of coordination when you pair two stuns together. You get the calculations of "Can I use this for damage? Will it be back up in time?" without the "Stop f'ing stunning. You're not the OT."
EDIT: My god, there are only two posts on this page, and yet...