That's what Dun Scaith and Ivalice did and they were not extremes either (or CLL/Dalriada). Far from it.
MCH gets the PvP stance & animations & the gunfu is removed.
Ashelia's outfit is added for tank class
healer's getting 1 more dps skill
AST cards being removed from the actual role mechanic & simply there as non specific buffs.
-All cards grant the same dmg, and are no longer specific to magic/ ranged or melee.
AST becomes more like WHM or Sage.
What I want:
SMN will have a dot weave again
SMN can switch titan, garuda and ifrit out for Ramuh, Shiva & Leviathan similar to how /egiglamour text command works
what i expect:
-just another bright colored spell after summoning specific order of summons at the end of a rotation + a skill to auto pop it early in between buff windows.
Speaking of AST cards, they could make them all give the same damage, be role agnostic, and bring back the old effects. You got the bole and don't feel like you need to give the target mitigation? You get a chance at redraw. No matter what you get, you'll also buff their damage the same way. You still get MP recovery or whatever side boon from it as well to encourage you to use your cards as much as possible.
Minor arcana? Bring more of those, make them actually affect your cards on a bigger cooldown, like lady turning the card into party wide, lord doubling potency and duration, etc (like old royal road).
I've pugged all the extreme content when it was fresh, and it absolutely does not take hours of progression. Savage raids generally don't take weeks in PUGs, unless you're talking about the capstone fights (and most of that comes down to finding a good group willing to play with PUGs).
The problem is that normal is too faceroll, because it's linked to the MSQ. So no one is allowed to fail. And the game has conditioned players to absolutely roll their face to complete each expansion. Standards should be raised until normal is closer to extreme.
Those encounters rely on a confluence of errors from multiple players at the same time as a requirement to fail the encounter. I'm referring to personal responsibility, as in encounters where every player present has to know how to execute every mechanic. You'll never see that in 24p content. You won't even see it in BA/DRS.
Either fights have personal responsibility or they don't. There's no way to gradually ease you into content that has it. You have to dive into it, and you'll either sink or swim.
I expect no significant combat changes and a continuation of everything we have gotten in the last 2 expansions and for Viper to play similar to Reaper.
I would like a complete revamp of when you get abilities while leveling, make damage buff CDs personal with very few group buff CDs, a job with a proc/reaction based gameplay that uses a priority system instead of a rotation system.
I don't do much EXs/unreal(s) but the few i did was not learned/cleared/farmed in 1-3hour.
Anyway... Makeing normal content much harder isn't the right way, it should be easy!..
( if any change to normal--> maybe inc the dmg output..but that's it)
With a proper difficuilty setting!
we can better ease(teach) and encourage players to be better
and giving them a better learning curve towards harder content.
w/o it beeing forced.
It should be an option for those who think normal is to easy,
but do not have the time/capacity to do ex/savage.
Or for those who wanna step into ex/savage but want an easier learning curve.
Here is my take on how mid-core could be implicated;
1. Keep [Normal] difficulity has it is.
2. ADD another layer of difficuilty on top of ALL [Normal] inc ALLIANCE RAIDs - called [Hard]
The idea is to have the fighs be MOSTLY the same .. BUT with some alterations:
1) Higher damage output ( players take more dmg)
3) Bosses have more HP
4)Add 2-3 new mechs that teaches players mechs that
you may find in an ex/savage..but less punishing ofc and a bit simpler..
5)Enrage
You get the idea, Something that IS between Normal and EX,
but leads a bit more toward EX.
DRG doesn't get butchered. :(
My unrealistic expectation is that Summoner's Physick will be adjusted to scale with Intelligence.
Astrologian has been reverted to stormblood design, with revised, but similar card buffs.
Dragoon rotation has been refined and flows smoothly, making the job feel less rigid and more fun to play at max level. Further reduced/removed animation locks.
Machinist Rook/automaton gets a party buff that goes out when deployed.
All tanks get a Gnashing Fang/Continuation equivalent.
Healers get more damage buttons similar to Assize , and an aoe dot.
All jobs fit perfectly on 32 hotbar slots, and not a button more.
Tank stance no longer deactivates when using level sync, unless you sync to a level below that of which the ability is learned. Tank stance turns on automatically when entering a duty.
Please no more "Edge of Shadow is now arbitrarily called Edge of Darkness heheh"-type traits.
Changing a skill name upon reaching a certain level with a bump to potency and **** else is not really the highly anticipated upgrade you think it is, CS3.
All I want is for the bishop auto turret to return to pve kit for MCH. Having nothing to spend battery on except the single target queen just feels weird when burning down groups of mobs. Just make it so it deploys on the enemy you have targeted and it acts the same way as any other MCH summon. Explodes at the end of its timer or you can detonate it early if you like. An alternative and less cool option is to just make the queen do aoe damage I guess
I'd care about this more if Scattergun increased battery gauge. As it is, I barely ever have the gauge to summon the queen during trash pulls in the first place.
Honestly, I think they just wanted to make sure there was a name change with the animation change. More damaging/healing effects having bigger and brighter animations. But there's no end to that and eventually we'll all be blinded by all the insane abilities going on. I'd kind of rather them just upgrade the baseline animation to something they like and stop changing it as you level up. There's also the "your base attacks get +20 potency each" which is another lackluster upgrade.
MCH battery is a misery in terms of design and flavor. It's clear that the gauge as you say isn't even designed to handle any kind of AoE.
If it was up to me I'd make battery generate on hypercharge GCDs by 5 or something. It makes more sense I feel that spending heat generates battery. Flamethrower could also do it and it would give the skill finally a purpose in life.
Second issue is that queen is a fire and forget tool that has no interaction whatsoever and you just watch it do its thing (or don't, which feels even worse). They need to make it interactive a little more by giving us some abilities to use during its lifespan, or at least link some of our skills to it. They could also give us a (decent) window where we have to actually press the pile bunker action before it shuts down or something.
Giving us more options to build battery during AOE as well as adding the aoe turret seems like a perfect opportunity to enhance MCHs pretty mundane AOE kit atm.
I agree something needs to be done about flamethrower, either upgrade it to some kind of lightning ability (maybe some version of Flash from FFVI?) that generates battery or make flash a new ability that shares recast with air anchor , or at the very least make flamethrower interact with bioblaster. I didn't care for the clunkiness of generating heat with flamethrower in stormblood and would rather avoid that.
Also would be nice if auto crossbow refreshed gauss round and ricochet charges like heat blast. I guess while I'm at it some trait and animation upgrades for gauss round and ricochet are long overdue. A new coat of paint to bring them more in line with recent designs to abilities would be nice.
SMN being able to Trance like Terra from FF6 or like Zidane and his party from FF9.
1) healers will return to class defining dps rotations they have to balance with healing obligations IE: 4.0 Scholars.
2) Summoners will no longer suck and will again have pets that can tank, dps, and provide buffs/debuffs for party members
Well. That's it really. These two changes represent the worst nerfs I've ever seen in any MMO on the market.
Gauss and Ricochet are the same shit in disguise and it's a crying shame. They used to be wildly different. They could give us twice more ricochet charges or regen gains and it would be the same as removing gauss. They need to rework both of those to make them more distinct in use and effects. Perhaps gauss could even proc into ricochet with adjusted potencies (like fan feathers), idk. Would certainly make hypercharge a little less tedious and boring.
I'd like a flash/blaster AoE variant of Anchor, why not.
SMN getting 3 more summons and at least 5 more buttons.
DRK getting sustain and its group mitigation to cover more than just magical damage. DRK TBN improved and introduce a weaker version of TBN before lvl 70 for earlier levels.
Healers to get more damage buttons than just 111 spam. Maybe even a rotation but thats serious copium
Kaiten back on Samurai with more interesting functionality.
Revert the trick attack/Mug changes on ninja.
More mobility on RDM and a better AOE on RDM
Improve MCH AOE
I actually started as a main healer in HW, and I absolutely loathed cleric (like most new players). Some may have warmed to it as they went, but to me it was just utterly punishing and not fun, so perhaps a question of taste. I do understand the tactical choice it was though, much like for tank stances that I liked a lot better because they didn't feel actually bad to use in comparison.
If anything, I wouldn't mind an altered cleric stance but reverted and with softer effects (not literally swapping INT with MIND as it was the case): all healer spells do a bit less healing by default, but when you do need to crank it up to >9000 the healer could pop cleric as a fast recast stance that would buff healing but debuff damage. Once the situation is stabilized, swap stance back, whether you needed it for one GCD or 20.
That dancer finally gets the attention it deserves with making it more interesting and powerful please :’)
1. A serious balance pass across all jobs to fix low-level dungeoning. I want MORE homogenization. I want every melee dps to walk into sastasha with a 123 combo, an ogcd damage ability and an aoe attack. I want every job to get it's job gauge and a way to interact with it by level 30. I want every tank to get it's dang gap closer before going into sastasha. Etcetera etcetera just give me like the barest of bones early on, I don't care if this leads to long stretches of dead levels.
2. I am hoping the dragoon adjustments are favorable to my tastes specifically. Drg is currently my 2nd or 3rd least liked job but I am disenchanted with reaper and would like to stay in maiming gear
3. Hardening of the trinity. I want most tank sustain removed and I want healers to have to cast gcd healing sometimes. Not a lot, I don't want healers to turn into (pandaria and earlier at least) WoW-style have-to-be-healing-24/7 rotations. But I feel like if you pick a healer, you want to actually heal so you should have healing requirements that force you to engage with your whole toolkit. Though this is really tricky because it would also have to be doable by the average player who can't utilize the whole toolkit and mostly just wants to spam cure. I am not sure these ideas are mathematically compatible.
4. I want another dps button on most healers. I also want the healer glare and holy equivalents to all become one button combos that go through like, glare 1> glare > 2 glare 3. It's not important mechanically but it would make the jobs more pleasing in general if you aren't hearing and seeing the same single ability over and over and over and over.
5. I hope viper is a fast melee dps. I hope they have about the same apm as drg, but just spread out a bit better instead of being entirely frontloaded. I hope their traversal skill is non-target so it can be used out of combat. I hope the levels they get their abilities isn't jacked up like reapers is so they are vaguely fun to play at 50 like sam or mch and not a snoozefest like rpr. I hope they don't have to maintain a debuff.
Warrior has the Storm's Eye timer on the job gauge.
I want healing to be difficult and not bursty.
Nerf all heals, and make sure boss fights have more sustained damage over times.
Where keeping everyone alive is a challenge and people can die to random "damage over times" than to "oh I was not standing here.".
Healing is too powerful. Make it less powerful and make sure boss does periodic slow and sustained damage.
Add more and varied dps buttons to healers.
Ninja to be actually stealthy or at least have more abilities that interact with hide.
I have friends who came here from WoW and were surprised that FFXIV's stealth is just essentially a movement speed debuff you toggle on and immediately off to refresh another cooldown.
I have always absolutely loathed positional's on melee, I would absolutely love to see them removed.
In response to caster mains demanding that positionals be removed on a role that they don't enjoy, understand, or play, I think that the developers should make all caster spells instant and give them dps parity with physical ranged.
I’m fine with a single melee having no positionals
There are legit things I like about melee that no other role has but I hate positionals. You’d think in 6 classes they could make one not have them considering we have 3 casters and one is a physical range and another is half a melee
Missing out on your positionals will have a slight dent on your overall personal dps. Unless you intentionally miss out on all of them out of spite, the only time you should be concerned for missing out on positionals is if you want to be #1 in some website you can upload parses.
Your options then are to play SMN as fake melee, or play RDM as fake melee. Everyone wants to be melee dps, but ain't nobody want to perform no intricate positionals.
I personally want to see a melee range healer with challenging resource management and high APM requirements, but that's not going to happen either, given the type of players who usually fill the role. Sometimes you just need to accept the fact that a particular role just isn't a good fit for your personality and playstyle. There are lots of others out there.