Change: Diadem, Flight, FATEs, Hunts, button redundancies (FC/IB, SC/Decimate, WT/F&C), macros, certain redundancies in ability design (Power Surge - merely a oGCD you have to hit before either other oGCD, with only one ideal use), roughly half of general raid designs (more to do and much more spectacle than just boss-thrashing +/- adds within a circular space), more mechanics-inclusive core class/job traits, Armory system, leveling system.
- Button Redundancies
Abilities that each require (different) conditions for use may be attached to the same binding. The one currently available will be shown. Option included to show the shown ability's opposite/pairing in whatever corner or half of the hotbar slot.- Macros
Macro queuing supported. Conditional ability swapping/binding. Can now create universal/"script" macros and easily apply them to multiple abilities (for instance, you can create a targeting scheme where, if an ability cannot be used on your target--e.g. a heal on an enemy or a damaging ability on an ally--then it will automatically target the target of target, and easily apply this to all or any number of skills or bindings.- FATEs
Should feel more like an actual component of the worlds. Random events are fine and dandy, but there also needs to be something that makes players feel like they need to work together not just to put down a single FATE, but to deal with certain areas. It should be more about augmenting what people would already be doing or enhancing the feel of the zone, rather than just throwing out exp-bonus zerg tasks. Some Land/Hand related psuedo-FATEs added.- Hunts
Somewhat an extension of above, Hunts should not simply be random spawns at all times, but should function first as signs of activity by the respective mark in the zone, which can be used to find the mark (where there is actually enough terrain to really hide a large monster, rather than being detectable on a cursory jog through the zone) or to spawn it. Occasional interplay with the FATEs themselves, blurring the distinction between them.- Diadem
Not certain yet, but essentially more ways to better synergize gathering and combat, so that the whole thing feels a bit more exploratory, a bit more chill, and far less of a grind-fest. At the very minimum, the required percent of mob health reduced by party to loot a chest needs to be reduced or its reward systems revised while also encouraging more raid splitting (typically no more than 2 parties fighting together unless against an NM).- Flight
Some actual flight physics. Flying mount stamina. Allow differences between mounts, but limit the best to certain situations. ['Mounts as glamour' fans would kill me for this.]- Core Class Traits (w/ mechanics)
Increased job identity through mechanics-inclusive class traits, such as Sword and Board, Tactician, and Turned Tables for Gladiator, Rampage and Steadfast for Marauder, Trained Aim, Hunter's Chance, and Hail of Arrows for Archer, Momentum and Trammel for Lancer, etc. Some of these may be cross-classed. Each class starts with approximately 5 traits, and, by 60, room for 4 more (cross-class). Their respective jobs hold only 4 core class, 1 more core or cross-class, and 3 job traits (8 total, down from 9). Much of the identity previously granted solely by abilities is now more smoothly shared with passives, triggers, resources, and conditionals given by traits.- Armory System / Leveling System
Weapons and skills are no longer quite so directly attached to a single class or job. Experience gains are now shared among multiple weapon types, and therefore classes, according to relevance/similarity. More of a "learn according to what you do" system, where your character is composed of multiple classes as it levels, then simply "get all classes (as if each separate characters) to level cap".
Possibly change: (More) gearing choices, more relevant stats, the way we tank, enemy AI, Progressive AoEs, mob camps, combo systems, glamour system (using it instead as a sort of reforging system), mounts, XP splitting, crafting, accuracy system, tank defensive stats.
- All Stats Relevant
Nearly all jobs may, to some extent, use almost every stat, allowing more character customization. There may be traditional or generally-optimal stat compositions, especially when being in a more fixed role, but each is situationally viable.- Gearing Choices
Basically just an extension of above. More gear in general, with more diverse stats, and far, far fewer restrictions. More cloth armor practical for wear by physical combatants. Some wizard-y looking light mail. More interesting secondary stats (more akin to traits or effects) have been added to the game and may be found on pieces of gear. Weapon speed now has a larger effect on certain classes.- Glamours
Revised to Mirage Prism, allowing you to swap 33 to 67% of another gear-piece's stat composition (percentile) (and armor/weapon type/speed) to another piece of gear. This slightly limits ideal glamour opportunities, but people now are more what they look like. Certain glamours ignore the stat superimposition.- Mob AI
Not all mobs have the same reaction to enmity, or may somewhat ignore enmity tables to seek out priority targets. Capable of backing off or kiting. Many mobs are now essentially invested with an arsenal of abilities, much like any player, and now use them as best they can, rather than only triggering effects and skills conditionally or periodically.- Progressive AoEs
Almost all AoEs now go off when they would appear to, rather than frequently causing people jump into explosions (rather, their animations, after the damage calculation) for maximum safety. Moreover, they now all progress from a source end to destination end (e.g. inside to outside). In most cases, mitigation done by anyone hit by the attack will now reduce the damage dealt to those behind, progressively reducing the damage dealt. In this sense, interception is possible for nearly every enemy skill. Some, however, ignore this calculation. Others ignore all but a few sources of it (e.g. blocks done under Bulwark, absorption via Dark Mind or Shadow Wall, etc.).- Tanking
As a result of the above interception and mob AI changes, tanking is much less a meat shield who keeps an enemy facing in a certain direction, and much more often the key thwarter of enemy offensive attempts, stunning, blocking, distracting, intercepting, and holding back enemy attacks from the party when he cannot completely focus them on himself.- Mob Camp Structure and Mechanics
Mob camps are more elaborate, more dangerous, and more rewarding to raid. They now hear nearby sounds of combat and may notice when their guards go missing.- Comboing
Certain "combo" moves are still situationally effective without their combos. Many of the combos have been revised to give more intrinsic synergy between the combo tiers. Less alike to ability lock-outs / forced delays, and more an actual choice.- XP splitting when in party
You no longer receive full exp on mobs just for being in a party. The xp-split still favors party play, but is no longer without penalty when, say, a single player tags and kills mobs for 7 others, for a total of 8x exp for the same effort.- Accuracy System
"Hits" and "misses" may now occur by percentile, rather than being 0 or 100% damage. Accuracy now determines the standard deviation and offset of a particular attack's %damage. Excess accuracy turns into critical strike, though at a lower rate than the pure Critical Strike stat. It also reduces the chance to be blocked or parried. High accuracy may now be useful against more than just giant raid bosses; certain mob types may be far more evasive. Weaponskills now have a slightly higher accuracy than auto-attacks, allowing for a lower "soft" accuracy cap. Accuracy is still the most worthwhile secondary stat by which to improve damage, up to a point, but lacking it is much less likely to destroy one's rotation.- Tank Defensive Secondary Stats
Blocks, dodges, and parries have been revised. Their chance is now somewhat improved by accuracy, relative to enemy accuracy. Blocks reduce base damage based on attack power by a flat amount (Guard) and may further reduce the accuracy of incoming damage based on attack power relative to the attack's (Deflection). Parry does the same but prioritizes Deflection, rather than Guard. Dodges now function by reducing enemy accuracy.- Crafting
Way too many changes to put them all here... /sigh
Remove: Achievements given for facerolling unsynced content.
Add: More ways to force/train players to master their jobs. More ways to check that players have gained proficiency in their respective jobs and as a player in general, before allowing them into certain content levels (similar to the ilvl restriction option, sort of a Proving Grounds restriction). More no-tank / no-heal / undermanned gameplay options in certain contents, with some additions meant to make these choices just barely viable where they would otherwise be impossible. More reasons to revisit old content. Real stealth options and usage in open world.