I'd use the job to rewrite the spaghetti code we keep hearing about so that it doesn't limit so much. A win for everyone!
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I'd use the job to rewrite the spaghetti code we keep hearing about so that it doesn't limit so much. A win for everyone!
New 8v8 or 16v16 PvP mode that randomly selects from CTF, payload, control point, or something like the old 8v8 Feast. Not as competitive as Feast, as chaotic as FL, or overly complicated as RW. Just simple fun.
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It was in FFXI and FFXIV 1.0, it should be here.
I'd add new dye colors, Neon chartreuse, bright orange, more metallic colors, even try to add some new effects.
^^^
The trial 100 fight against the five Judges is an excellently designed boss fight.
Most boss fights in gaming go the easy route of just having a boss that is a damage sponge that is immune to everything.
Not in the fight against the five judges. The 5 judges have rather low health for bosses, and they are actually vulnerable to status conditions. The 5 judges work as a team, buffing each other and employing strategies like using reverse on you, and then casting potions and elixirs on you to deal damage. You can't overpower the fight by grinding; you have to know your stuff. The fight tests your knowledge of the game mechanics.
I would like to see more boss fights/encounters designed like the five judges in general, but I'm not sure if that'd work well with FFXIV's content format. It could work as savage tier 4 man content, perhaps.
Special super-abilities that are gained via later MSQ completions, that aren't restricted to any one job or level. More or less "I am teh WoL" pimp-slaps you can use to erase mobs on a long cooldown, somewhat reminiscent of XI 2-hour abilities.
I assume I get the necessary skills along with the job? :D
Your arbitrary restriction to change makes no sense, so I will ignore it.
Content wise, I think this game is fine as is. I don't have any major grievances.
Systems wise, there is a TON of potential for improvement. laggy netcode, redundant dialogues, nonsensical restrictions etc.
I would focus my efforts on the system side under the hood and leave the creative stuff to other DEVs.
Yep, especially if documentation of old projects is ... sketchy at best and the original people that did it are no longer there.
Mine is a two part on Housing.
1) I would redesign Apartments into a large cube (Maybe Small or Medium House Size) with an area for outdoor furnishing placement. Maybe 2/3 Indoor and 1/3 outdoor. The cube would allow players to design their Apartment how ever they want; one floor, two floors, three floors. You can garden on the patio. (Sorry but I think these is a close to instance housing we'll get but compromise is giving the player the ability to create their own unique housing experience.)
2) Add a new feature that creates a shared Housing District specific zone that acts as a social gathering area like a park for all the Ward in that specific District. To add items to this area, the community would earn points via item turn in like Doma Rebuild and by doing a new Ward Active Time Event (WATE) that would pop in the wards. Player would then chose where they want to add points to; playground, ponds, picnic area, whatever they add. Seasonal Event could happen here and maybe have a carnival every month or two.
You're fine to change apartments. But you couldn't change say housing plots - unless you introduce an even larger one. I like your ideas.
You are correct.
I would add a new feature for new players that would follow them from 1-50, putting them in situations - optional of course - that help them better understand their class. While you might think we have class jobs and class quests and a bit of tutorial and guild hests, I am talking solo instanced areas where you cannot die, but cannot leave till you pas the objective - lest you "give up".
For example, you learned a new vital tanking skill, so you are given an option to "try it out", this puts you in an instanced area, where an enemy will come towards a object with argo on it (drawing the enemy) and your job is to use that along with your other skills to draw the enemy off the target and keep it off for a period of time.
temple knights and sekiseigumi as grand companies, along with updates for all grand company ranks.
This will sound very stupid and needlessly unnecessary but an option to revert jobs to previous expansion iterations when doing synced content.
This will reflect the state of the jobs in the last patch of the expansion (x.5), and the state of the job will depend on what level is the synced content in.
1-50 = Revert to ARR state
50-60 = Revert to Heavensward state
60-70 = Revert to Stormblood State.
I just want this just because I miss old MCH. No other reason really.
GIVE ME IT, GIVE IT NOW ;n;
seriously, I'm jealous, that is an amazing idea and it would really make a lot of people happy I reckon. Even if it was only for older duties.
I have suggested it before on the healer forums but daft old me forgot to make it apply to other jobs. Old mch, 3.0 drk, 2.0 monk...
Oh, another thing. I saw this being suggested by a player in another thread so it's not an original idea, but a new limited job: Magitek Pilot
It would be a job that starts at 70 and goes to level cap. It shares equipment with the Aiming set and equips 1-hand small pistols, as opposed to the big MCH guns. Mechanically in combat is a very simple job with fewer skills, even without a gauge, because its combat is just useful to not actually die out there in the open world in case you engage with something. So it has some stuns, slows, etc. It can't really queue from anything - all the experience you get comes either from killing monsters out there (not efficient) or doing the MTK specific content that are mech piloted missions, in which you really go for a mech simulator mini-game, controlling your mech from either the cockpit or in 3rd person. With brand new combat mechanics.
Their lore centers around the Garlond Ironworks, where you can choose and customize your magitek unit with different parts, and more added as future content comes. To unlock this job you have to go through the Weapon series in Shadowbringers, since it is clearly linked to those events and their outcome. It would also be very cohesive with actually taking the game lore to face the Empire in future content, so there are a lot of things to create plot lines.