Why does each expansion need to radically change the gameplay loop in some way? If the recipe is good, stick to minor tweaks, if any. If the recipe is bad, then fix it.
If it were up to me, each job's kit would be more or less there at Lv.70. You get the standard boilerplate core for the role and job in the Lv.1-50 range. Then Lv.51-60 and Lv.61-70 each add a coherent chunk of flavor -- PLD's magic rotation should come within the space of one expac, WHM's lilies should come within the space of one expac, and so on. Maybe this can continue for yet another expansion, but I'd start to worry about space on hotbars.
So, from Lv.71 onward, the focus shifts to dungeons and trials, adding more varied mechanics (more memorable instances such as the original Copperbell slime mold, for example), and removing reliance on telegraphed AoEs and fixed battle scripts.



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