Yes yes yes. The three major things that are slowing combat down right now are stamina (which is being taken care of), the dreadful delay between actions and activating an action and having it perform, and expensive, hard hitting abilities. The first two they said they'll take care of, so that's good. But then they haven't mentioned anything about ability rebalancing. I'd like to see spells and weapon attacks consume 50-70% of their current MP/TP cost and have their damage and additional effects reduced appropriately so that we can do more than 2 or 3 back to back attacks before having to pause for half a minute.
I'd like to see FFXIV take the WOW/Diablo route with this and completely remove ammo (and of course, rebalance bow damage to factor in the loss of arrow damage). If ANY class is heavily focused on using consumables or basically throwing money at enemies, it becomes very hard to balance. If it performs better than other, cheaper classes, then it's vastly superior and everyone will demand for it during endgame or leveling parties. If it's on par or worse than other classes, nobody will want to play it because there are cheaper alternatives.*Archers are the only class that runs out of "fighting" power because they consume arrows. This is the only game that I have recently played in which the Archers are penalized with arrows being consumable. If you are out of arrows you are practically useless. Other classes are not handicapped like this. If there is a great desire to limit ranger arrows at least make it work in the same manner MP works for conjurer/thauma*.
Yes. It was instant in FFXI (although it did incur a graphics glitch). It's extremely annoying having to stop and accidentally hitting the Active/Passive button when running around is infuriating. Along with this, I'd like to see a flashier/more obvious indicator of what mode I'm in. It's hard to tell when using gathering or crafting classes.*Switching between combat and passive mode should be instant and not be slowed down by animation switching. If I am running I should easily be able to switch between passive and combat without having to stop.
I don't know about this. It can work without in-combat regen, and if you do a /sit emote, your regeneration is pretty good. I'd say its on par with having to sit down and eat in WOW, much faster than Aion and FFXI.*Replenishing of health and MP should be faster and should also work when in combat mode. This would not be such a ordeal if switching between the two modes were seamless and non intrusive so that the gamer would be able to run around and explore in passive mode to replenish health and quickly switch to combat. The faster replenishing of these things to me would greatly enhance the game enjoyment because of the reduction of downtime.
This should not be a huge problem when/if personal mounts are implemented. Since our transport systems are so weak right now, we can pretty much only run to places. If you were questing or leveling in an area far away from an Aetheryte camp, it's a PITA to get back to where you were. I'm pretty sure this will go away with mounts.*When you die and you are not in a party the game should automatically prompt the user to return. Whats worse is that a simple ability to resurrect is not available until rank 38. That is nothing short of absurdity. It also limits partying because if someone dies you have wait for the person to return if no one has the ability to resurrect. Its even more problematic for lower rank gamers who would die often. Also death penalises health and anima but fortunately the cost of anima for returning is being reconsidered.
Yes and no. I disagree with removing anima; every MMO has a way to limit the amount of times you use instant travel methods. WOW requires ingredients, monetary donations, or is only limited to specific places (Cities, PVP instances, etc.). FFXIV's teleport system allows you to travel pretty much anywhere in the world that you have visited. A limit on how many times you can hop around the world is good. What I'd like to see is the three favorite locations become completely free, though. That should give you 4 free locations to teleport to at any time (Homepoint/bind point, and three other camps).2. Travel. Mobility needs to be revamped. Currently moving between locations is painful and costly. Teleportation should not cost anima. There is no reason it should cost anything to move from one location to next. What could possibly be the reasoning behind this? To limit gamers mobility? Why would anyone want to do that? Whats worse is that there are Chocobos in every town but NONE are available. Why? Why tease folks with their presence? Simple make them available or don't have them. The renting or acquisition of these birds to gamers should not even be considered because its a given. Gamers want faster transportation and Chocobos are teasingly "available".
Mounts definitely yes.
Yes! Sometimes I only feel like playing for 30-60 minutes. If I have to go pick up new leves, it's going to take me ~40 minutes to get to town and back if I don't want to or can't use teleports.3. Levequests. The last time I checked levequest was still mind numbingly illogical. Gamers should not have to get Leves from one area for it to be activated in an another area. That makes no sense whatsoever. Gamers should be able to get Leves and be able to do the Leves immediately or whenever they please without having to travel to a particular location to activate. This is not fun and I don't know who convinced the person who came up with this idea that this system is fun.
But I'd like to see leves be separated in a different way. Leves passed from the NPCs in towns should be random, as they are now, be more difficult, and offer better overall rewards. Leves issued directly at the camps should be simpler and offer smaller rewards. And the number of leves should be a good 10-20x what they are now to give them variety. I can't imagine creating a leve is hard work.