Originally Posted by
Bourne_Endeavor
I'll lay out some ideas I would fancy seeing:
- Dungeons structured similar to PotD: mob spawns are not entirely predictable, there is the occasional priority target DPS need to single target down and if the tank pulls the room, it isn't going to end well. Additionally, I'd add mobs being able to break the aggro table and target another person, thereby forcing the tank to quickly reestablish threat. Proper balances would need to be in place so things didn't get too hectic, but it adds a degree of dynamism.
- Two extreme primals-- one being at Thordan's level.
- The Raid being extended to six fights.
- Difficulty as a whole being upscaled, particularly in normal mode raids. While still remaining easy enough, it should pose some challenge.
- I would also strongly consider weakening healing potency depending on how much mob damage is improved. Being able to DPS as a healer is fun, however content should challenge their healing capabilities not have them spend most of their time spamming Stone III or Gravity.
- Scrap the current glamour system and allow us to improve old gear to equivalent ilvls-- thereby providing a grindy mechanic people may actually want to do since they're improving gear they like.
- Following along the above, consider a system where we improve our gear similar to how we do our Anima, except by use of tomestones. Instead of them being capped, the amount we can improve our gear is. This allows people to upgrade secondary jobs a bit faster. (Giving Kaurie credit here)
These are just some ideas off the top of my head. Not all are fleshed out enough and still need some fine tuning, but there they are.