
Originally Posted by
Shurrikhan
<I am not asking what the player can do in present design to increase the breadth and/or depth of nuance in their gameplay. I am asking what changes to design can improve on that breadth and/or depth.>
Let me preface this by begging that this not turn into another healer-dps or tank-dps thread. This will all work off the assumption that by common sense, one spends only as much time as is necessary on any task that does not directly contribute to completing the encounter: in XIV's case, all encounters are ended through damage, thus damage is primary, and mitigation and restoration derivative. It also works off the observation that by the game's design, this means that relatively little/few of either one's (1) considerations or (2) globals are optimally spent in derivative tasks, which can annoy at least a significant portion of players, who would rather be healing or "tanking" (there's a vague term for you) more often and/or more significantly.
How can we adjust the game design, without relying on gimmicks or absurd scaling, to allow for a greater sense of "healing" or "tanking" within those "roles"? And what adjustments, compensatory or improvements in their own right, should DPS feel in order to make that vision cohesive? To put it another way, how can we better mechanically embody the idea of support — be it defensive, restorative, or offensive — and lend interest and urgency to team gameplay through short-term goals outside of just our own rotational windows, without having to overtune damage taken or undertune healing doable? How can we generate greater and more interesting value from/in derivative tasks (whatever doesn't directly contribute to finishing the encounter)?
:: To be clear, let's consider new content types as being a last resort to be used to create that design, e.g. only when two design concepts, philosophies, or paradigms are incompatible.
Go as ham on this as you like; this is just food for thought. If you have to re-engineer enemy behavioral scripts from scratch, that's fine. If you have to introduce new systems entirely, that, too, is fine.
Related Food for Thought questions, by way of example:
- Should there be synergy between healer DPS and healing, e.g. White Mages building up Essence of Earth/Wind/Water, spendable for support, self-buffing, or burst offense or restoration?
- Should almost all attacks be interceptable, as per T10's charge and mechanics repeating on it?
- Should enmity have more influence and nuance than just a target-determining value?
- Should there be some value system other than merely enmity than tanks would tend to have high outputs of, such as damage-based-suppression?
- Etc., etc.
<What kinds of systems can make our derivative toolkits more interesting and more deeply integrated into gameplay?>