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Sure, they might feel the same to the typical pessimist, but when a game like WoW starts borrowing ideas from it (i.e. more cutscene-based storytelling, elaboration of crafting and gathering professions), it doesn't look like there's all that much that needs fixing.
Borrowing elements of presentation (cutscenes) and returning some of the value to professions (which was taken away with WoD and was one of the things that expansion was panned for) is not much of an argument. If you'd mentioned the biggest thing they borrowed from FFXIV (relics), you might have an actual point. Though then I would add WoW did it better since at least to get the artifacts you have to do heroic things instead of doing animus books or farm FATEs to placate a washed out drunk and his ex-wife.
- Bonus Stat Points: this needs to be repurposed or removed from the game. The points serve no purpose other than to be put into that job's main stat.
- Stats in general: We've all heard the stories of how Parry is useless or how Accuracy is a binary stat.
- Materia: this needs a redesign. The assimilation system has proven to be unsustainable since materia acquisition is so RNG the devs ended up having to add NPCs that gave you materia in exchange for currency. That's a huge red flag.
- Tank and healer gameplay: Either redesign all tanks and healers to focus on their roles, or remove the limitations so that both can seamlessly switch between damage and healing/damage mitigation. Especially in the case of tanks, whose stances serve little purpose when tank gameplay in raids involves not using them most of the time (if at all).
- Passive Utility being king: AKA, why WAR and DRG have guaranteed raid spots. Leading to,
- Active Utility being nearly nil: Thanks to Wanderer's Palace speedruns, all dungeon mobs are immune to sleep. In turn, this means encounter design is poorer for it because things like Sleep and Repose get no use (no dangerous adds in raids that need to be slept, no mind-controlled raid members that need to be controlled until the MC wears off). By the same token, you don't see much in the way of added CC/other utility that could prove useful in fights. At least stuns and BRD/MCH resource regen and debuffs see some use, I guess.
- Raid instances: These are corridors leading to a boss. I know Yoshida mentioned bigger instances and more bosses per raid would delay the update schedule, but would that be a bad thing?
- MCH: As I mentioned, this thing is a slew of mechanics thrown together. Ammo was a missed opportunity. The entire job pretty much hinges on turret debuffs and Wildfire.
- Other job-specific issues: This would cover things like BRD with WM, why the devs stick to a two-healer meta, why the devs gave nearly every job stack mechanics or buff timers instead of unique resources and systems, and so on.