Auto-attack and Other Systems

Auto-attack

We will be implementing auto-attack. As the workload for this is expected to be considerable, however, the feature will be introduced in stages alongside revisions for other systems.

For the first stage, we will implement the core mechanics of auto-attack and perform provisional adjustments to the accompanying damage algorithm. The next stage, planned to take place after the aforementioned crowd control and action/skill revisions, will involve a fine-tuning of the auto-attack algorithm. Other algorithms will also undergo revisions, which will be explained further below. In so doing, we hope to further draw out the unique flavor of each weapon. At this same time, we will also carry out motion and other graphical revisions to accommodate auto-attack.

Action Bar

We realize that having to reequip gear and reset actions every time you change class is a source of chagrin. Although we are unable to indicate a timeframe, discussions are underway with the UI team on ways for players to retain equipment and action data for each class.
As battle revisions encompass not only tweaks to areas such as classes, items, and monsters, but also entail improvements to user interface, we wanted to share with you this aspect of our plans as well.

Yess! Finally we can change classes and not have to stop for 10-15min to equip abilities which is going to be great auto attack awesome only think i really think they have an issue with is , is archer going to continue to attack with bow or will they add rng where you can use weapons and bow combo (my thoughts please dont think this an offical or if im saying its gonna happen)


Battle Regimens

We are afraid to inform you that work on the Battle Regimen system has been postponed, as adjustments and additions alone will not suffice to address problems. There is a need to rework the system from the ground up, and we will lay the foundation stones after other changes have been seen to completion.


Like to hear that they going to do it from ground up better then just adding or moding BR now....But BR are fine to be honest just need to know how to do in quick fire cues


Character Development

Battle Attribute Allotment

When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.

In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.

The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.

I like this

Algorithms

In light of changes planned for the Armoury System, the need to revise algorithms has arisen. At the same time, we will also carry out the changes below in order to streamline areas made overly complicated.

Abolishing the rounding formula based on standard rank values *1
Optimizing the value ranges for the influence of attributes *2

Many in-game elements are known to influence algorithms, and we are working on identifying them all regardless of the extent of their impact.

We believe that the above changes will allow players to more keenly feel and appreciate the myriad benefits offered by magic and equipment, which will lead to a new depth of enjoyment in attributes.

*1 The algorithm whereby values associated with rank are rounded up or down to be as close to the standard as possible.

*2 The system whereby enhancing statuses (whether obtained through attribute allotment, equipment, or magic) are influenced by incremental sets of values.



Armoury System

Classes

Actions will undergo major revisions, along with both the underlying mechanics and conditions.

By major revisions, not only do we mean the tweaking of effects and potency of existing actions - we will work from the ground up to redesign and reassign actions based on clearly identified class roles.

We will also make a number of changes as part of our reexamination of how actions are equipped and the character requirements for doing so. First, actions learned by each class will be set to the action bar by default when playing as that class. Also, we will be making some actions settable on any class, while other "class-defining" actions obtained at higher ranks will be usable only by that class.

Jobs

The job system - that series-defining trademark - will be implemented in FINAL FANTASY XIV (details such as specific jobs TBA). Quests to unlock each job will become available once you have reached a certain rank in the corresponding class.
Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying. While playing as a particular job will render you unable to equip certain actions of other classes, you will be compensated with access to exclusive actions, which can be acquired through quests.

In practice, players will find the existing classes effective when playing solo or in certain party setups. Jobs, however, will shine in party situations where specific skill sets are demanded. Now, you didn’t hear this from me, but there are also rumors circulating that quests for obtaining job-exclusive equipment are also in the pipes.
We at the development team are currently hard at work on the job system, and expect to have details to share with you soon.

Im in Love hahah but old rnks only for soloin kinda foggy to me

In Closing

Fighting the Good Fight