I've made a few reaction threads and it's taken me a couple days to get my head together about this patch. People are asking, what can be done? or saying to be constructive. So here we go. It's a long read.
Without doubt, many good things came with patch 1.18. Healing gameplay is spectacular, battles are very challenging, "easy mode" as it were is over, and great new music has been added.
I want people to understand what's behind the changes in this patch. In design, there are trade-offs. For instance, when a developer changes one thing, but creates a bug somewhere else, this is an instance of a trade off. The new thing works in the build, but the trade-off is that the old thing doesn't. So when we consider the changes in this patch that are unpopular with some.. what was the trade off for these changes?
Let's take a look at the anecdotal evidence here on the boards.. people are praising the first dungeon, and praising the gameplay inside there. People are saying hate is messed up on world NMs and guildleves. People are praising the healing gameplay inside Darkhold, but complaining about exping having slowed down too much because of resting for MP, or running out of MP in the middle of a guildleve. It should be obvious to people putting the facts together: all of these changes were based on making Darkhold the best it could be. In the attempt to do that was any of the rest of the game set off balance?
Let's take a look at some of the (unintended) consequences of patch 1.18:
-Looking for members Darkhold GLA/CON/CON/CON/CON/ARC/ARC/ARC, leaving out other classes
-Leveled Thaumaturge for months just for healing, but now have to set the whole class aside and level the healer class du jour
-Running out of MP while soloing guildleves
-Baffling hate spikes throughout the game - need a R30 Lancer ability for tanking?
-Offensive build Conjurers in low demand
-Hybrid Conjurers with less abilities to contribute in battle because resources shifted toward healing
-Archers upset with their recast times
So we've seen that the trade-off for the above issues is the rewarding gameplay in Darkhold. Now ask yourself, is 1 dungeon's gameplay significant enough to throw the balance of the entire remaining game off? I'd say: the dev team got carried away in the rush to make a competent dungeon. They forgot about the rest of the game because they had too much riding on it. They were already nervous about releasing it before the battle changes were finished but they were embarrassed by releasing nothing for over 3 months straight. They were backed into a corner and they panicked. They balanced recast timers and ability changes around Darkhold - but the question is: is this arbitrary fact enough to justify going further down this path? Should the dev team reverse course on some of the unpopular changes and find another way to balance gameplay in Darkhold? Yes.
What are the dev team's options?
-Continue down the same path of balancing classes around dungeons
-Or balance battle in all situations, including dungeons
The dev team should take into account all battle situations: solo, party, guildleve, low-tier NM, world NM, dungeon, enthusiast soloing
MP costs should be balanced to take into account soloing, or it should be left as is and MP regen food should be added and MP restoring mana drinks between fights
Enmity needs to be tested thoroughly in all situations before being patched.
The dev team also has a profound choice to make about healing. One of their goals is role identity. If there's a healer role it must be all-consuming to give it a strong identity. On the other hand, the original design of FFXIV is that every class is back-up healer. That path avoids the kind of micromanagement gameplay of FFXI that became tiring to some healers, and a more rewarding type of gameplay where everyone shares responsibility. The two paths are mutually exclusive. The dev team should make a White Mage job, and it should have micromanagement gameplay. MP costs should be lowered from what they are now to allow for backup healers. Access to the White Mage job should be through Thaumaturge and Conjurer until the game is relaunched.
Curaga spells should be White Mage specific, and aoe heals should be reinstated to Thaumaturge and Conjurer with lowered effectiveness, to allow for all classes access to Darkhold and not just GLA/CON/ARC.
Auto-attack range should be increased for Thaumaturge and Conjurer, or Spirit Dart / Nature's Fury should have 3-5 second recast.
I've done my best to suggest changes that will keep the game hard and players happy. Feel free to add to it.