(1) Remove "combos", to be replaced with a logical flow of abilities based on unique effects within each, based on new under-mechanics.
(2) Make broader and more interesting use of 'traits'. They should often act more as game-changers available to class, rather than mere ability-upgrades. They can also be cross-classed, to an extent. (Each trait will still favor its own class for organic reasons.)
(3) Abilities and traits can be gained in different order and modified by the player. They retain a sense of strategic consistency to their deployment and core effects, however. Experience in one class may also feed the experience to unlock certain parts within another/others, according to motif or ability type. This also applies to exchanges between and within Disciples of the Land, the Hand, (including Land to Hand, Hand to War/Magic, etc). Materia and abilities now both feed partly from experience. This experience can be reabsorbed (directly or indirectly)--you will never "waste" experience in exploring new builds. (I'll try to commit a section to this as soon as I have time.)
(4) Each ability may have more than one (or "variable") animation.
(5) More alternative stat-builds available within each class. Effects of stats are fully transparent. (This is largely dependent on the ability and under-mechanic changes, while in other cases certain abilities or effects within gain contribution from non-main stats.)
(6) Certain optional traits may allow exchange, recontribution, or redirection of stats. "Reforging" may also be possible, likely through changes to the materia system.
(7) Allowance of alternative dps/tank builds (such as Monk tanks, Marauder dps, Arcanist healers) as long as certain base measures are met (such as effective health, healing magic power, etc.).
(8) Able to queue as multiple classes/jobs, and to set priority on which you'd like to join as. Via a system similar to the DKP (Dragon-Kill-Points) idea, you gradually get further priority / seniority as you join as a class you would prefer not to be. The matchmaker system will also try to keep gearscore / stats in mind when forming a group, attempting to form not only a party that achieves the minimum gear level to queue, but also a minimum party-wide recommended stat level. This will often be a luxury unusable by the system, however, in finalizing a group, etc., it may as which of two jobs in the same role you'd like to go as, with small added incentive to use the higher-stat one via that system and occasionally or rested-xp rewards.
[As a consequence of [1], a stamina bar may be returned and abilities with more than one striking animation may each have multiple hits (applied as each of their animations occur rather than at the end of the combined attack)]
Additional consequences of the under-mechanics added in (1):
- Roles are slightly more versatile. DPS become a more integral part of the total situation--melee, especially in regards to manipulation of tank situation and enemy attacks, and casters in the general layout of and effects in play in the battle.
- Damage itself is often enough to interrupt enemies, and, similar to a sort of stagger system, interruption takes into account both burst and sustained effects.
- Positioning is not ability-tied, but rather positional bonuses are always in some form present, and blend well with certain abilities.
- 'Points of attention' becomes another system similar to positioning. It and enhancements to AI slightly change how enmity works.
- Classes and jobs are less known by their particular combos as compared to their motifs or traits. A marauder for instance, could receive damage bonuses from debuffing enemies, especially offensively, and Maim would be an early and critical part of that toolset, slashing at enemy's torso or hamstrings. Storm's Path would not end with a mere 10% buff. Its own effects would be variable, and would not rely on large hits to see a significant effect (it would instead basically create a sustained interruption on the enemy that reduces its damage accordingly, both in a flat amount and percentage).
- The elements within abilities have significance of their own--not through vulnerabilities so much as how the different elements interplay. This is what largely makes up the additional interplay available to ranged classes despite their detachment from the immediate field of battle. (Melee will feed into and from it as well, but much less directly. Monk's relationship with elements is especially unique.)
- DPS would have to be more aware of the combat outside of their own particular 'rotations'.
- Opens future opportunities for mechanics alike to skill-chains without their rigidity, and even ability-linking.
Examples of combo replacement:
Fast Blade-->Savage Blade-->Rage of Halone
In these changes, Fast Blade itself would be a fairly light but accurate attack that slightly increases dodge chance generally and parry against the specific enemy during the attack itself. Savage Blade, alternatively, is a reactive attack that deals additional damage based on damage that was or would have been done to you. Fast Blade is essentially a 'foothold' strike, that can be used to bait an attack in preparation for Savage Blade. Similarly, Rage of Halon is a (not by any real category, but just for ease of classification) "finisher" that deals additional damage based on what your recent damage dealt and the level of enemy interruption while solidifying some of the debilitating portion of that interruption. It's a pummeling, overpowering attack. This does not necessarily mean that you have to use it every third ability, and it may even be a good idea to use it immediately after Spirit's Within, but Fast Blade will help it to land every hit, and a well-placed Savage Blade can loan it a lot of attack power.
[Additional potency bonuses may be made in moving up the ladder of a motif set (FB-SB/RB-RoH; HB-Mm/SS-SP\SE/BB, etc.) in later balancing.]
The idea of holding off a Raging Blow-'Firestarter' for instance until after the first Rage of Halone has hit (not that we tend to do that) would still more or less apply to either waiting to see the ability go off or at least the 7.5 seconds of threat that usually accompanies Rage of Halone. The main idea is that you have the choice of how much to build up your damage and expertise and when to expend it.
{I actually really like how this ability set may compare to that of a Marauder who instead of making an accurate quick-attack (Fast Blade) takes a simple, straight-forward strong swing (Heavy Swing), and instead of the defensively opportunistic Savage Blade, deploy Skull Sunder as an offensively-opportunistic attack that takes advantage of being the tank to potentially intercept a blow on the way to opponent's head. Rage of Halon and Butcher's Block are a bit more similar, but again Butcher's Block is entirely offensive in its focus (it receives no contribution from having wearied down the opponent, only from [as with all attacks] breaking through defenses).}