Update: Battle Regimens are gone, self combos are in. Looks like progress to me:
http://massively.joystiq.com/2011/10...oshida-part-2/
Original post:Good news! In version 1.20, we have major adjustments planned for every class, adjustments that will change a lot of specs on abilities and weapon skills. For example, when it comes to damage dealing, we're planning on introducing what we're tentatively calling a self-combo, whereby solo players can tie together a bunch of different weaponskills or attacks to deal extra damage. These things will help make even defensive players more powerful in addition to helping straight attackers like Archers. We have all of these changes planned for 1.20, but we're going to make sure to get all of that information out to players beforehand so they can see all of the changes we're planning and then give us feedback about any further changes we need to make before the patch releases.
It's time for another episode of devtalk to see what we can do to fix our beloved FF14.
This time, we'll address the poorly-designed Battle Regimen system, it's flaws, and how we can fix it in the short term and then in the long term.
One of the goals of the battle reform is to encourage more skillful play and cooperation between players. To understand player behavior during a battle, you must understand the underlying reason why everyone does the things they do. The answer boils down to one simple goal: DPS (Damage per Second). This is the only thing that players ultimately strive for. The faster your DPS, the faster your kill speed, and the faster you gain SP. It's pretty simple, really.
[SIZE=5]Design your battle system so that cooperation/teamwork and DPS is strongly related. That way, players naturally want to cooperate since it has a direct and meaningful impact on their overall DPS.
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And this doesn't just mean simple partying. Of course partying in and of itself increases DPS just because of another person there. The goal is to not only have players party, but to also have them work together in a meaningful fashion so that the whole party is greater than the sum of its parts.
In other words, if Player A is able to achieve 300 damage per second, and Player B is able to achieve 400 damage per second, in a party, they should be able to achieve at least 700 damage per second at minimum. However, if they work together in a skillful fashion, they can boost their combined DPS to 1000 or 1200, something they would never be able to achieve solo.
Final Fantasy 11's skill chain system works this way to an extent, but for a while it has been largely ignored since "TP Burns" end up doing more DPS overall. If we can adjust it so that the DPS of proper skill chains outweighs the DPS of TP burns, then we can get everyone back to cooperating once again.
link to info: http://wiki.ffxiclopedia.org/wiki/Category:Skillchains
So this is what we can do in the short term while we get the main battle reforms done, and then in the long term, when the devs finally have time to sit down and seriously discuss how to make the battle regimen system better.
Basic Outline:
Short Term fix: Just make it so that stacking skills while in Battle Regimen mode doesn't freeze your character and lock them out from doing anything else. This would solve 80% of what is wrong with the BR system right there.
Long Term fix: Scrap the Battle Regimen System completely and bring back skill chains from FF11. This time, have it so that the damage done by using skill chains is large enough to make it worthwhile to do (so that by using teamwork, a skillful party would have close to 40-50% of their damage come from good skillchain usage and combo bonus damage). Also incorporate different skill chain bonuses to not only do damage, but also proc buffs, proc debuffs, initiate damage mitigation, provide crowd control, or provide healing. Skill Chains 2.0 (With possible Chrono Trigger-esque combo techs! See below)
This is the current state of Battle Regimen reform according to Matsui's Blueprint:
Let's take a moment to list the problems of Battle Regimens to see why they're such a badly designed game mechanic.
- 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.
Battle Regimens were intended as an easier and newbie-friendly alternative to skill chains, but in reality, they turn out to be just the opposite.
Battle Regimens are anything but newbie friendly. This is the reason why you only see highly experienced players ever participate in Battle Regimens. It takes far too long to explain the convoluted way in which you stack skills and how to enter BR mode. It then takes a lot of practice so that the newbie learns how to do it fast enough so that the entire party doesn't have to wait on them. The fact that everyone else CAN'T DO ANYTHING while they're stuck in BR mode is just ridiculous.
If you take too long stacking a Battle Regimen, your DPS suffers, making the usage of Battle Regimens detrimental to your overall battle performance.
Everyone who has ever done a Battle Regimen knows that there are times when you have to wait longer than you would like for everyone to stack their skills into the Battle Regimen. The time spent waiting is time spent not attacking. It is time that is also counting down on your attack buffs like Raging Strike and Ferocity. Having your buffs wear off because you waited too long for your other party members to stack their Weapon Skills is very frustrating. If you are in charge of initiating the Battle Regimen, you are torn between risking your buffs wearing off (as that would decrease damage) or risking initiating the BR before everyone is stacked (as that would also decrease damage). You're pretty much stuck with two undesirable choices.
Battle Regimens do more damage the more players are in a party. Therefore, in a small party of 2-4 players, it is usually better to not use Battle Regimens at all.
When I have a party of 2 or 3 I never use battle regimens since that noticeably slows our kill time. We can kill dodore in a trio in 6 minutes, but if we forced ourselves to use battle regimens, that 6 minute kill time turns into 9 or more. Only in a large party does battle regimens make the most sense, because the damage bonuses for a stack of 8 skills is huuuuuuge.
There is no structure to the Battle Regimens, and the order of stacked skills doesn't matter at all.
The difficulty in BRs arises not from complex strategy, but rather from the cumbersome nature of putting them together. There are, of course, different effects you can generate by using particular orders of skills together, but there is no time to bother since the main priority is stacking the skills as fast as possible. You just end up with your skills in a random order since it would take to long for each person to put their skill in the proper order. The closest you can come to any kind of organization without taking forever is to say "archers stack last". That's pretty much it. No strategy. Just mindless stacking of skills.
The Battle Regimen animations are exceedingly boring and uninspired.
Red glowing hands, and "schwing schwing" sound effects? Really? Really???? You can do better than this.
So, why would skill chains work better than Battle Regimens?
As long as there is at least one player in the party who knows how to skill chain properly, you can do it quickly and easily.
Whereas in a BR, everyone must know how to enter BR mode and stack skills quickly, with a skill chain, this is not necessary. The newbie can just go ahead and use any WS he wants to use. A skilled player would then know exactly which WS can combo with the newbie's moves, and can complete the combos himself naturally and organically. No waiting around, no loss of DPS, no hassle.
The newbie gets to do whatever he wants, and the veteran uses his skills to combo the newbie's weaponskills automatically.
There's enough time to have a skill chain order that matters.
Instead of one large dogpile of skill stacking in a Battle Regimen, skill chains have a methodical and deliberate pattern of usage that allows for emergent strategy and adaptive gameplay. Order matters, and skilled players can use various combos to initiate different effects and utilize different strategies. Due to the one-at-a-time order of skill chains, you don't have to cram all of your decision-making into the one second skill stack frenzy, like you have to do with battle regimens. Skill chains start up faster than battle regimens, and they even allow more players to have more time to execute them as well.
Now, let's get into the details of how we can implement this into FF14.
Firstly, assign each weapon skill an elemental affinity. For example, Skull Sunder (fire), Trammel (lightning), Concussive Blow (wind), and Moonrise (fire).
Now, let's take a look at the FF14 elemental chart: http://i.imgur.com/LJ1IT.jpg
If you know your FF14 elements like good little girls an boys, you know that
Fire + Wind + Lightning = the Astral family elements (the top three)
Water + Ice + Earth = the Umbral family elements (the bottom three)
(The THM spell "Banish" is equal parts fire wind lightning, and the spell "Scourge" is equal parts ice earth water)
(Continued on the next post since I hit the character limit)