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.
Ooo, uhh...
Duty Support for all Trials, including the final ones! Or some sort of individual duty skip token system instead of having to buy an entire backexpansion skip to progress MSQ.
Less of the Scions. More new companions of different personality types/ non academics.
A Tacklebox~
Racial Culture, for the neglected races especially.
I want to visit Aerslaent and Farreach so very much. ;_;
I want machinist to lose heat blast and just use autocrossbow to reset ogcds so we can slot a new ability to the kit. Maybe a chain gun with a walking cast or a bazooka
I want them to remove useless skills and cap them at 15ish? assignable ones for every job.
The complete opposite of the current job design philosophy.
what I feel like will be announced
Character creator update
Regional party finder
what I want
Phys ranged rework (walking casts pleeeeease!)
Job action "vocabulary" expansion (walking casts, walking channels, visible statuses, etc)
FATE update
Hunt rework
earring wearing options
Major update to how we get gear (removing tome cap, easing savage weekly lockouts)
chocobo update (make dyeing, and leveling easier)
double BLU update (they owe us)
puppet master limited job
very very specific wants
Ocean Fishing style activities for Miners, and Botanists
unenhanced Arcadion duels
forager stance for chocobos with chocobo exclusive gathering nodes
1.engaging world/zones with intricate level design instead of vast open space of nothing, zones that feel alive, challenging, rewarding and urges me to explore, not just for the sake of flying to speed chores up.
2.same thing as above but for dungeons, may the twelve curse these boring linear 2 pulls 1 boss formula.
3.no more reskinned gear, I don’t care if its simple and basic glam, as long as its new and creative.
Re-imagine Crystal Tower to not be the most boring raids in the game. If they're a necessity in Alliance Raid Roulette, they should require more cognizance. They are woefully boring with current mechanics and power creep. It's time to bring these dungeons into the modern era.
I really don't understand the obsession with changing up the name of the exp progression; it's entirely aesthetic, "something else" will still be "lvl101-110" in all but name. I'd much rather the dev time be spent on quite literally anything else. Besides, FFXV already raised the series level cap to 120
I wouldn't mind a rework, but really all they need is a decent ilvl sync so we aren't skipping/ignoring 90% of the mechanics.
Because it causes issues with sync, older content and progression of early levels. It's so desolate below lvl70-80 those days, when we used to already fill up 2 full hotbars at lvl30 back when I started. And then people complain that the early progression is soul crushing and boring, because yes they have to prune older things to make room for the new.
I'm gonna set the bar way way low.. like low enough for any dumbass could fall backwards into it without any knowledge of the game or game design in general:
New Game+ on day 1
The game needs to deviate from the current leveling system. There is no way around it, jobs are only being bloated and to prevent bloat things are being gutted from earlier levels.
A level squish wouldn't fix this, it would only make earlier expansions much less interesting to level up in, and frankly I think it'd be too much work to bother with for so little return.
A proper solution would be to fix the levelling and job design with a new system that solves both issues. I know Final Fantasy XI had some kind of mastery system, give us something like that. The game needs to stop catering to people who want homogenization and start having more interesting design.
Alt friendliness so there's a point to me actually doing content given there's nothing of interest typically for my Miqo but that would fit for my other characters. And I'm not going to repeat hundreds of hours of content or spend a ridiculous amount to be able to do current content on alts.
I was talking with my friends just the other day about what it would completely transform FF14 for the better.
1. Having your entire kit, downscaled in dungeons
2. able to switch class/roles as you do in Variant/criterion
3. Ability to completely make a level max character alt if you have already completed the MSQ on one of the characters and/or your account has enough tenure.
What I would love to see is classes branching out.
lvl 100 becomes the new lvl 50. At level 50, you can branch out. Each Class has a Tank, a Healer, and a DPS spec. You can freely switch specs/roles, including in the dungeon, with downtime. (1 minute in between switching specs).
Example:
AST - Healer
Magician/illusionist -
Every X spells/attacks it will do extra dmg,
Cards :Red: increase the dps of all spells.
Blue: spells cast faster (similar to Lightspeed) + slight movement speed. AST receives a Dash
Every 10 cards it will enter a trance called ALL IN. The base spells get transformed and replaced with other spells for 30seconds.(a combination of both red and blue + added effects). This happens every 2 minutes.
Or:
Can enter a stance : Red: can consume all mana, and in return, all spells are greatly enhanced and cost no mana for 20 seconds.
Geomancer: Tank
BLM- DPS
Fire Mage: Tank. Has immolation and attacks are slow but impactful. It has charged spells. The longer you charge, the more damage you deal, capped at X seconds (let's say 3s). AOE attacks have CC. drawns in mobs + stun.
Ice Mage: Healer/support. Leaves a persistent AOE that will damage the boss and buff allies. The AOE spell/s will decrease the attack speed of mobs. Shoots a ball of ice that will heal everyone in its path and damage the boss.
New, interesting npc's. Personally I'm very board of the scions.
Housing for all (instanced if that's what will fix it) I hear there's this island in the cieldales.. wish we had the option to kick out the mammets.
Meaningful class changes without having to relearn everything
Feast mounts and gear for commendation crystals
A ranger class.
Exploration but with sellable goods and meaningful progress like Diadem was.
Less repetitive content. We've all been on the tomestone hamster wheel for years... doing the same roulettes, coin flip experts, boring Lv. 50 main scenario dungeons. We need gameplay that's new and interesting, with a reward system that's new and interesting.
A break away from the 6 zones structure, even the dungeons at odd levels. It's clear this structure is warping how the story is handled, along with odd npc pop-ins. But I doubt they will be touching this in any way or form.
Actually take time to understand how and why people play the game and design different forms of content, not just same combat where they listen to streamers.