
Originally Posted by
Carighan
This is actually a really good example of what I mean. Continuation is close to being a really cool mechanism, it just isn't. As-is, it could be removed at no loss of gameplay complexity or - if you prefer that - it could be kept and vast swaths of the remaining kit could be removed, again at no loss of gameplay complexity, folded into auto-combos via Continuation.
More or less. It just squeezes into oGCD slots otherwise used for mobility/defensives/CD-attacks, simply typically forcing one to remember to use the other skill (since it has an actual CD you want to get rolling or needs to be out before the coming hit) before Continuation, akin to any other combo. But little low-thought flow-beats like that that can still feel good, albeit with diminishing returns (albeit with a small bump from regularity/cohesion if/once applied to everything). They're like the "ear-candy" mix-tricks of music -- mostly vapid, yet often memorable, and sometimes even conducive to broader theme.
Of course, if I could have my tyrannical way with all things job design, GNB would probably be a 'gigabrain' job wherein you swap into/between and consume different cartridges (now more alike to the Lost Skill sources from Bozja) almost akin to DMC5's Devil Breakers:
You could hold 2 [later 3] of these cartridges to swap between. Cartridge names should be techy but also vaguely tribal/primal and brutal/plainly-sublime in their vibes: Wolfbane, Shellshock, Boreal, Pulsar, etc. You are forcibly specialized in that you can only pick 2 [later 3] to take with you and swap between. The primary resource would instead be more akin to Kenki, spendable in varied ways based on cartridge type, including buff-nexts (Dark Arts), follow-ups (Continuation), or replacement enhanced GCDs (Burst Strike or Fated Circle, but now especially chunky even if still not optimal except as a window-closer over buff-nexts or follow-ups, which now includes more AoEs as well). The second gauge, meanwhile, would work akin to Reaper's in that spending the resource resonates with your own person (allowing cartridge-based self-buffs to carry onto the next cartridge for synergies), through which you get the bonus combos and a few of your oGCD sustain (i.e., healing and/or mitigation) and situational tools. You can overdraw from your Cartridge, but doing so damages it, penalizing max resource and generation thereafter. You can also choose to fully manually Overdraw from it, passively generating massive amounts of primary resource but increasingly damaging the cartridge until it destroys itself. Or, if you need to swap back to the utility of the other quickly, you can simply rotate it out and let it repair from any penalties amounts over time (say, 60s max unless Overdrawn, in which case it's maybe 75s). I.e., you basically have No Mercy constantly available to you; you just have to take the time to recover later. A new UI component now tracks your cartridges health in terms of how long it'd take to fully restore it.

Originally Posted by
SorceressVal
snip
I'd like nothing more than to see the 1.x "build your own job" idea actually well implemented, but neither it nor ARR/HW cross class was that. Both were mostly just traps or inconsequential gimmicks that just allowed the devs to cut down on unique job actions relative to had Action Points or Additional Actions (crossclass) not been a thing. In practice, some of it stumbled into a better result than was typically arrived at via the Role Actions that replaced it, but it was mostly a haphazard mess. It didn't give "freedom to customize your job as you see fit", since cross class was barely of impact outside of vapid obligatories like Invigorate (Lucid Dreaming but for non-casters) or was completely imbalanced.
Also, no, people didn't particularly "know the bounds of their class" better back then, nor was that why there was less toxicity (if that was ever even a thing). (Personally, the last time I remember XIV being any less hostile, skeptical, instinctively defensive, or kick-happy than WoW, GW2, or the like was... well, whenever there was nothing of substance that'd reward stringency anyways, just as on any of those MMOs. It has nothing to do with job design and everything to do with people having something they want that others' underperformance could screw over, or, in the most extreme cases, treating the game as a non-hourly job.)
Don't get me wrong, though: Had they actually implemented the 1.0 to 1.17 (so, pre-Yoshida) idea well, that'd have been amazing. You'd feel like an adventurer with whatever skills and stats you'd acquired and tried to make the best use you could of, where experience and versatility across contents within static and matchmade play would count at least as much as having the hyper optimal setup for a given singular fight, rather than interchangeable Dragoon / purple shirt extra #44323.