What kind of new mechanics do you guys hope 4.0 will bring to spice up our repetitive combat system?
I was thinking maybe charged skills or something of that nature would be fun!

What kind of new mechanics do you guys hope 4.0 will bring to spice up our repetitive combat system?
I was thinking maybe charged skills or something of that nature would be fun!



I would like more of the 'Action" button things they did in the new Alexander raid.
Reminded me of FF13 so that was pretty neat, could add something like that Paradigm system
but like shift to defensive if you're about to get a hit/debuff and offensive to break
certain parts of a boss or something like that or supporter to remove rebuffs for those who has gotten a debuff.
Class- Dancer/Healer.

This is awesome. Something like PotD for this content would be solid. Being able to have party members all shifting to different classes like in XIII. If a huge attack is coming in having 3 people flip to a defense roll to reduce damage and leave a healer for AoE healing. Its something that I think would be great! Anything that encourages on the fly job swapping.I would like more of the 'Action" button things they did in the new Alexander raid.
Reminded me of FF13 so that was pretty neat, could add something like that Paradigm system
but like shift to defensive if you're about to get a hit/debuff and offensive to break
certain parts of a boss or something like that or supporter to remove rebuffs for those who has gotten a debuff.
Class- Dancer/Healer.


The class system allowed that in 1.0 if not mistaken. Content of that nature could be good for solo/low man in content like PoTD. Kind of limited things to do outside full parties and the squadron dungeon thing will or will not come at whatever time.This is awesome. Something like PotD for this content would be solid. Being able to have party members all shifting to different classes like in XIII. If a huge attack is coming in having 3 people flip to a defense roll to reduce damage and leave a healer for AoE healing. Its something that I think would be great! Anything that encourages on the fly job swapping.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB



they would be phenomenal on game pad but horrible for keyboard users. Butyeah id like to see something like that.
\besides that interesting new way of doing things, gameplay in general. maybe a healer that doesnt stand far back, or a melee that can cast from a distance on occaision. anything besides in front of all enemies against a wall unable to see the party, on the enemies butt or side only, in the back standing in place.
Wish they would utlize the Elemental resistances.


Too much problems for this game with that.
First, imagine having to get several copies of gear with the diferent elements, where would you put those with our current inventory. If resistances were a thing, BLM would be utterly screwed in fights against Ice/Fire enemies. If anything, that silly elemental resistance table has to go, is just trash cluttering the UI. Remove it completely from the game. Along with the status resistances, those should be hidden stats.
But that would be actually interesting. It would mean that the best gear would be encounter based, and so you'd have to think before entering, instead of grinding for one universal set of gear and calling it a day. It'd be like Destiny, where the enemies have solar burn, so you bust out your Gjallarhorn (an incendiary rocket launcher) and avoid fire attacks like hell because they'd one shot you.Too much problems for this game with that.
First, imagine having to get several copies of gear with the diferent elements, where would you put those with our current inventory. If resistances were a thing, BLM would be utterly screwed in fights against Ice/Fire enemies. If anything, that silly elemental resistance table has to go, is just trash cluttering the UI. Remove it completely from the game. Along with the status resistances, those should be hidden stats.
As for what I'd want? Yeah let's make elements useful. Also I've noticed that as a DRG, I seem to be "weak" to magic damage. I'd like to see that kind of thing expounded upon. Advantaged and disadvantages based on class. There could be mechanics that I have to approach completely different because of said weakness to magic damage, or there could be an instance where my jumps allow me to reach certain heights or critical points.
Basically make the difference between classes more than just what weapon you use, cause that's all it is now.
Oh and samurai. The only reason I even picked DRG is cause I told my friends I wanted to be like the Red Shogun Ranger and they said DRG was the closest thing.

A return for crowd control
Haha who am I kidding



Faster basic attack damage for players and enemies. Basic attack damage(white damage) is too slow, when you're not doing abilities you are staring at your enemy(the enemy stares back because their basic attacks are too slow).
The GCD on abilities is enough to resemble the ATB gauge of past FFs.
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