I'm curious about what everyone else wants to see in 8.0!
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I'm curious about what everyone else wants to see in 8.0!
I'm easy to please, really...
A good story with good pacing and compelling characters.
Also interesting arcs for the scions.
And Jonathan Bailey back as G'raha :)
The rest I'm very open about.
A level sync rework. I don't care if I have to do my full rotation to keep up with someone spamming Fire, just let me get some engagement out of roulettes.
A new mechanic/design for the battle system. It doesnt have to reinvent the wheel, but something new and fun.
Back in the days when they added stacks for oGCD's, the job gauges or even cast bars for physical ranges, it didnt alter gameplay all to much but it was something.
We had the same meal for the past 8 years now. It's honestly time.
Job Identity Readjustments, namely aimed at Physical Ranged and Healers.
We seriously need to not have a repeat of Endwalker and Dawntrail where one or two roles are sent to the curb. Physical Ranged is less so on that note, but they need an Identity Fix.
Healers just need an entire Role Fix, either by reducing Self-Healing on the Tank Side, or by introducing something that will actually get healers to engage with the job - because as is right now, it's boring as taking the piss.
Echoing this. I fear that, for 8.0, the PhysRanged will not see issues addressed, because SE will release a new PhysRanged and that'll result in massive population spike for the Role. Any 'problems' that the Role has/had in EW/DT, will be glossed over because 'well it can't have that many issues, look everyone's playing PhysRanged'. Meanwhile, the Savage Clears breakdown ends up as like, 50% new guy, 30% DNC, 18% BRD and 2% MCH
As for Healers, also echoing. The gameplay of the role has been subsumed by the Tanks more and more with every expansion since SHB, and we don't even have a 'rotation' to fill in the gaps where we don't need to Heal. We need 'A Role Reborn', in a sense, to rebalance the massive structural issues that the Trinity currently faces, and to give the Healer Jobs more distinct gameplay from one another. IE AST being more heavily focused on Cards/Buffs for its RDPS output, SCH being more DOT-focused, WHM being all about 'GCD heals, with hard hitting 'refund' actions like Misery', and SGE being fast-paced and 'feeling like a DPS', akin to how GNB 'felt like a DPS, but it's a Tank', with a system that lets us utilize Kardia as a tool to heal the party and not just 'Faerie passive healing but it's not as clunky'
Good story, Job overhauls including a complete overhaul of the healer role simply due to how they currently are it will be hard to add a new healer job in 9.0
Physical Ranged job needs a complete overhaul and clear identity.
And like others have said. Something new with the battle system. Lately all they have been doing is taking things away from jobs so its time to add something meaningful back.
Resource based battle system with management and meaningful agency and choices.
Job identity and a reintroduction of building characters through gear, choices, etc.
The utter obliteration of fully scripted battles, at least for storymode.
More varied environments and dungeons than just hallways into abstract circular arenas, that tell an actual story beyond the pretty visuals and music.
More gameplay and interactive solo duties for the main story, and cut the filler and crap to favor either big story moments interspaced with chill, emotional NPC interactions.
Something else than lvl110. Surprise me.
A team that actually fixes glaring job functional issues in pvp beyond potency adjustments.
Fix the server spaghetti code or force your devs to test everything with over 150ms latency and see how they like it.
Bring the UI on par with 2010 standards at least.
A copy and paste of every other expansion but with a different theme and story ie. exactly what they will do.
I'd like there to be more job depth, previous expansion content universally synced to Minimum Item Level, a relentless focus on Quality of Life and more mechanical creativity (not fight mechanics, but rather content mechanics such as how each Field Operation works).
Out of all that, only expecting they will do a little bit with jobs.
A reduction to boss arena VFX, an issue currently is that a lot of boss arenas have really heavy VFX, and those benefit no one, because most players will be focused on the boss itself, and they negatively impact lower end machines pretty badly, so I'd like to see a reduction, make things that you don't have to step on to smaller and less flashy.