
Originally Posted by
Duelle
2. I'm...not sure what you're trying to ask here.
3. I'm not sure why anyone would want that, but while this would work in the original Armoury System (because class design was very open-ended), you do run the risk of everyone being "nothing". Sort of how the "Bare" class in FFV was basically the "best" because it could equip any and all job actions and traits. The Secret World saw this when random builds overpowered their version of Jobs, called Decks. As someone who enjoys job identity and the aesthetics that come with it, I'd hate to see that happen here.
4. I guess you're trying to edge in the direction of passive mechanics. I have no problem with such things (I once suggested Shadowskin be turned into a trait that gave DRK a damage shield when they were healed), but with the relatively slower pacing plus the way people clamor for engaging gameplay, I don't see this getting far.
5. I don't think you can avoid what Warlords saw. As long as one option/talent/trait is mathematically better than others, you're going to have a predetermined route. And even if SE somehow removed theorycrafting from existence, you'd go from math ruling the playerbase to superstition ruling the playerbase.
6. This is a very vague question. I'd need an example to give an opinion on this.
2. Thus far in XIV, getting to know everything generally means getting to know each ability of each job. That much wouldn't change. I'm just talking about if you moved the discussion of abilities from "it's like <ability X> with <element Y> added" to a specific, more universal names for each, would that somehow make jobs sound less unique? Essentially, broader knowledge of mechanics that might later be involved in abilities through more front-loaded nomenclature. Or secondly, if each job asks you to in some way deal with certain complexities that were previously limited to certain classes (e.g. if it were important for a DPS in certain fights to try to reduce the healing received on a mob surrounded by healers, or to debuff the outputs of the healing mob before a nuke heal, or if in a given encounter DPS also might want to wait for a buffed HoT before moving out of ground effect that increased healing received but at slightly reduced damage dealt while inside — previously an issue limited to Defiance),
would the fact that those abilities are no longer our sole way to explore or discuss those mechanics make them feel less unique?
3. Alright, understood. For me, personally, it increases job identity, by allowing you to fill the archetype of the job in any of quite a few different ways. But that's probably just difference in preference at that point. For instance, I'd want to be able to attach, say, a mechanical trait from GLD or LNC onto my DRK that gives me a bit more variance in how I played. Now, that added freedom, especially in the context of trying to make the elements of each ability more universally understood or interacted with, might also make for some more obvious choices based on a given fight, which is why I expect that what follows, as with any system of customization, has a whole lot to do with the feel of "talent-switching".
4. I'm just trying to 'edge in the direction' of ease of discussion and understanding of what would then be a larger set of cross-class-able skills and traits. You could think of the (t) and (s) being like the passive and active functions of Signets in GW2. They could be referred to seperately, but in many cases it's just a lot simpler and understandable to say "Cover that guy" and leave it up to the PLD as to whether he just wants to stand in front of the projectile, making use of his trait for, say, a larger retroactive hitbox when the attack would otherwise hit allies behind him and causes a portion of his mitigation to be applied to those behind, or actually use the Cover ability. The issue I worry about, again, is whether that kind of simplification in nomenclature, especially if say "Cover" as a trait is available to anyone, or is an outright universal mechanic, detracts from the apparent importance of job skills.
5. I don't doubt theory-crafting and forum specs are here to stay, but my concerns were about the appearance of such a system. Take the Legion talent debacle for example. Originally the intent was to make choices easy to grasp as not to have players alt-tabbing to their guides every single trash or boss fight to pick their talents and swap them accordingly. But this ended up meaning that you had talents that varied only in niche while doing virtually nothing for gameplay. With time, that philosophy mostly reverted itself, and those specs that still follow niche over playstyle variance tend to be much less favorably looked upon in design. Between front-loading complexity and making 'talent' (core and cross-class trait, and cross-class ability choices) effects and uses more obvious, I'd hope to approach something similar, but still be focused primarily on playstyle rather that niche variance.
The other issue Legion wanted to tackle, especially once it started reverting its obvious ST/Cleave/AoE layouts and the like, was how pointless talents felt when freely swappable. They were essentially abilities that you could take all of, but then just had shared cooldowns. The only issue was to make sure you had the right one ready at the start of each fight. The result was that you felt like you spent some 5% of your entire gametime just talent swapping, and all that panel-sliding felt clunky as hell. At first, Legion thought the appropriate way to stop this (in complete conflict with the obvious loadout system of talents they'd made just prior) was to lock in talent choices completely, with no escape via consumable items. But, many would argue that if the clunkiness was the chief issue, they could have gone an entirely different way: they could have just addressed the clunkiness through QoL changes that made you see far less of the talent panel in a given raid. What I was curious about, and again I'm sorry for how vague I wrote this all out, was how best one should limit choices for the appearance of simultaneous freedom and personal identity.
6. Take some of the more annoyance-provoking abilities like Enochian, it's sister Blood of the Dragon, Wanderer's Minuet, or Meditation (assuming it were given some in-combat usability as well through slight rebalancing). Let's say, for Blood of the Dragon, you simply had the option of applying the ability at 30 seconds' duration, (all forms now) extending to a maximum of 40 seconds' duration, but each WT or F&C only extended it by 12 seconds, down from 15. The regular form would catch up at 5 WT/F&Cs, or in approximately 50 seconds, both producing 90 seconds of duration per minute at a 2.4s GCD, and then exceed it from there. The regular form ends up preferred for stacking up for a Blood for Blood with full uptime or in abnormally high Skill Speed sets, while the new one may be preferred for on demand Geirskogul burst, especially paired with a BFB after a period of downtime. You could even have a third version that starts at 20 seconds, and then extends only by 10 seconds each time, but on a 30 second cooldown, giving you 50 seconds from WT/F&C and an addition 40 seconds from the cast itself per minute, or another 90s per minute, with less to lose for using the skill or losing the duration but an extra oGCD to weave per minute. Granted, this would all need additional testing to determine skill-cap and opportunity. The last, for instance, should probably generally be the inferior option in duration production, balancing itself instead on some new rotational options, being basically unable to have an unbuffed Jump, and being twice as able to blow remainder (sub-10s) duration on Geirskogul, the cast total over time being a much better benchmark for balance, and overall dps gain the only true benchmark.
Opportunities could obviously go further. For instance, you could do away with duration entirely, and instead use stacks. It wouldn't be optimal, but it shouldn't be more than 10% lower, either, while having a much more reduced skill cap, and might even just barely balance itself out in specific fights due to the intervals of downtime.
Now, in the case of Enochian, perhaps something a little more drastic might be worthwhile, like allowing Fire IV and Blizzard IV at all times, but using Enochian as a ramp-up mechanic instead. Whatever, as long as its balanced and may attract more players who like BLM as a whole but dislike that one particular mechanic.
Meditation might be traded out for over time (perhaps hastened when not attacking) or per-coeurl generation of stacks. Again, whatever works.
The possible variations on Wanderer's Minuet I leave to your imagination.
Would those adaptations kill job identity for you, even if balanced?