Quote Originally Posted by DoctorMog View Post
I can't like your post enough.

We need a MMO with engaging, thought provoking combat.

If the core, and beginning of a game isn't fun, what makes anyone think it will magically be fun at endgame?

Positioning, enemy abilities, environmental effects, party makeup, elemental wheel, status effects, a diverse bestiary, thoughtful action use, resource management, diversified encounters and a slew of other things should play a role in making combat enjoyable from beginning to end.

Similar monsters, tank and spank, same 2-5 skills used from 1-50. {no thanks}

(All hypothetical and needed for any game really, not just FFXIV)
This is the greatest problem..

The game atm it's static as it was in 1.0, you can just spam skill faster.. But the monsters still doesn't use skills to avoid (like eruption for example, or 100 tons swipe).

Even the greatest FATE in beta 2 (the golem) it's a mere tank & spank where all you need is a tank, 1-2 healer, and a bunch of mindless dps spamming ws just standing behind him.. 0 movement required, 0 skill required, 0 danger...

DoctorMog, what do you think about the implementation of jump as a combat mechanic ? Look at this new wildstar video for an idea:

http://www.youtube.com/watch?feature...&v=-qo5nrkYYI0

We already know that jump will not be used as a mechanic.. and it's a shame imho... It really brings much more fun and dynamic mechanics if it is well used (sorry for my english btw).