Page 1 of 10 1 2 3 ... LastLast
Results 1 to 10 of 93
  1. #1
    Player
    Zied's Avatar
    Join Date
    Jul 2014
    Posts
    127
    Character
    Siegfried Reinfold
    World
    Exodus
    Main Class
    Marauder Lv 100

    What new class and or battle mechanics do you wish 4.0 will bring?

    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!
    (2)

  2. #2
    Player
    Mugiawara's Avatar
    Join Date
    Jul 2014
    Posts
    1,460
    Character
    Yoku Dekimashita
    World
    Faerie
    Main Class
    Astrologian Lv 80
    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.
    (4)

  3. #3
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    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.
    (0)

  4. #4
    Player
    TornadoFury's Avatar
    Join Date
    Oct 2013
    Posts
    83
    Character
    Mega Punk
    World
    Famfrit
    Main Class
    Lancer Lv 50
    Wish they would utlize the Elemental resistances.
    (9)

  5. #5
    Player
    cyborgmermaid's Avatar
    Join Date
    Dec 2011
    Location
    Limsa Lominsa
    Posts
    173
    Character
    Rail Tracer
    World
    Balmung
    Main Class
    Ninja Lv 90
    A return for crowd control

    Haha who am I kidding
    (13)

  6. #6
    Player
    Alexander_Dragonfang's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,042
    Character
    Alexander Dragonfang
    World
    Zalera
    Main Class
    Lancer Lv 70
    Quote Originally Posted by TornadoFury View Post
    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.
    (3)

  7. #7
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    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.
    (2)

  8. #8
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,359
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Action button mechanics. .. ...... Yes please
    (1)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    This may get long...
    • Full macro support. Rather than arbitrarily impeding macro usage to keep gameplay opportunities even for those who might or might not like scripting macros, fully support them and bring them into common, attractive usability. This occurs in primarily in either of two ways:
    • Full binding, slotting, and visualization support. Allow for abilities to be bound to your mouse, keyboard, or controller directly from the Actions and Traits menus. Allow for multiple abilities mutually condition-exclusive to be attached to the same slot or bind. For instance, the same key may be used for 'cover' when in combat as 'jump' when not in combat as 'accept' when interacting with an object; combo actions may replace each other in sequence, across a specific set of dynamics slots; the same slot may be Inner Beast in Defiance and Fell Cleave in Deliverance. Allow for as many bars as the system can support, up to x RAM allotment. Allow for triggered display and occlusion of bars. Allow for 'proc' displays and 'cooldown' bars, showing only those skills that are already on cooldown. Allow for custom buff tracking, including of personal or allied cooldowns. Most importantly, allow for buff and debuff customizable ordering and display.
    • Multiple gameplay interfaces, same skill contents. If you want your XIV to look like more like XIII, etc., where you've set different rotations into certain combat strings, you can do that. If you want your character to automatically move for AoEs within a given line of approach and retreat, leaving you free to mess with the camera or run your oGCDs, you can have him or her do that. You're still using the same abilities, doing basically what a macro could do if it wasn't specifically nerfed, and the consequences to your eventual reaction times in exchange for that more cinematic or overwatching play are yours and yours alone. There's no more thought or skill one way or the other, so why hold one's options back?
    • Progressively mitigated AoEs. Most mob AoEs now deal damage as progressively affected by mitigation, damage taken, or only certain types of mitigation from a point of origin outward to their point of end. For instance, a beast charge might have a base damage of 10k — it first hits a tank, whose armor mitigates 2k of the damage; it would then deal 8k to the Dragoon behind, who mitigates 1.2k; it then deals 5.8k to the Monk behind him, and so forth. Alternatively, it could start by dealing capped per-target damage, with a total reduced per target struck — a charge will deal a total of 40k, with a maximum of 10k damage dealt per target; each enemy struck reduces the maximum, which will be released as a raid AoE when all targets have been struck by the charge. Lastly, this progressive AoE may be affected only by certain means of mitigation, or be otherwise reduced only by certain targets carrying certain buffs (e.g. Shelltron allowing progressive mitigation for allies behind the Paladin that would otherwise not be progressively mitigateable).
    • Conversion - potency to percentile debuffs, based on relevant personal vs. enemy stats. For instance, based on your damage, your Blizzard might Heavy an enemy for anywhere from 0 to 60% based on the (possibly pre-modified) damage compared to enemy health and resistance. Alternatively, far fewer enemies are now immune to various debuffs, and certain of those debuffs may now stack, among those of the same name or - more generally - of the same debuff category. Their diminishing returns systems have been overhauled. In this way one could eventually have viable, balanced, spammable debuffs. Only ability debuffs remain as pure percentiles, with simple diminishing returns.

    • Revised Elemental Wheel - Part 1. Rather than a A beats B beats C beats A turnover, the Elemental Wheel is now a set of inherent, synergistic mechanics in each element.
    • Revised Elemental Wheel - Part 2. Enemies now hold additional data in the form of Heat, Charge, Moisture, Weight, and Wind-force. Heat is affected by Fire (and indirectly most other elements) and Ice. Charge is affected by Lightning. Moisture is affected by Water, and indirectly Ice. Weight is affected by Heavying abilities, such as Gravity, Petra, or Blizzard. (Effects which slow movement speed but do not apply increased weight are known instead as Maims.) Windforce is caused by wind, and indirectly by Heat (as to whether that wind-force moves outward or inward. Additionally, the locations themselves of spell effects take on unit value holding. All elemental unit values simplify with each change; overlapping systems combine, and AoE effects are technically stored in a single unit until necessary to be dispersed.
    • Revised Elemental Wheel - Part 3. Allow elemental resistance on certain enemies, but give new uses for all elemental spells that allow them to be used as defense, support, or utility. When faced with a boss that highly outputs and/or is resistant to a specific element or set thereof, the strength of these alternate options are empowered due to the increased amount of that element in play. Even were a boss to outright absorb a given element, generally or during certain events, these elements could still be used to, say, overcharge one of Garuda's four wings when preparing for an empowered Mistral Shriek, throwing off her aim, or to over-weigh an earthen worm boss, increasing its health and certain of its mechanical or ability damage but slowing it or causing it to fall through the floor to a lower cavern.

    • More duration-adding or -reducing effects. We've already seen duration extension in Time Dilation and Celestial Opposition in one sense, or abilities like Enochian or Blood of the Dragon in another, but this would be a bit simpler. Up to some % of the original or base duration, or even uncapped, certain debuffs can now add additional duration to the original effect. Similarly, much like Geirskogul's effect on BotD, more abilities may be able to reduce durations, either as a means of consumption, or even as a way of quickening DoTs (splitting the 'trimmed' ticks' damage among the remaining ticks for a higher per-tick potency over a proportionately lesser duration) or reducing debuff durations against oneself or one's allies (a Time-mage's alternative to Esuna, for instance). Alternatively, certain skills, effects, or effects taken (e.g. per hit taken) may reduce the cooldown on certain abilities.
    • Cooldown speed manipulation. We already have reduced triggered cooldowns on AST's Spear card effects, but we've yet to see any actual hastened cooling speeds, such as cooling all abilities currently on cooldown by 2 seconds for every one second for the duration of whatever buff causes the effect. Similar mechanisms could also be used to accelerate the new, more analog resistances (in place of 50% effect DRs as per the "potency" debuff changes above).
    • Recast-reduction "combos". Certain skills may trigger a quickened recast only on specific other skills, giving them a sort of hastened combo effect. These are generally open combos, allowing other skills to be used in between, but would require greater delay to do so, incentivizing sequential usage.
    • Per damage dealt, taken, or mitigated effects. Equipping certain abilities may cause your character to check certain rates of outputs or inputs per a given interval, or their pre-combo abilities may start this check, lasting until the affected skill is used. For instance, a modified Savage Blade may deal additional damage based on damage avoided within the last second and from ability activation time to final damage calculation. Alternatively, a modified Shield Bash may deal additional damage based on damage blocked, or an Inner Beast may deal additional damage based on (pre-mitigated) damage taken in the last 2 seconds, and so forth.
    • Alternate or additional GCDs. Certain skills lie on another, seperate GCD, allowing each chain to GCD system to work like oGCDs to each other when alternated. This is almost always limited to skills that require chance or sequential procs to be available or refreshed from cooldown.

    • Stagger — damage as suppression. DPS now play(s) a much larger part in party survival. Most skills are now capable of knocking back enemies proportionate to damage, interrupting their skills or spells, or sapping their attack power briefly based on damage dealt times their stagger modifiers. Different weapon types differ in stagger dealt and how long their application lasts.
    • Tumble. You can reduce damage taken, but at cost of being knocked back further.
    • Stamina. Alternatively, numerous new movement and psuedo-combat mechanics have been added or shifted from cooldowns to Stamina consumption. This includes automatically crossing extra, albeit short, distances to a target to land an attack that the enemy has moved or been pulled from, improving melee uptime, or to cover locations using the 'cover' function, which doubles as a vault, climb, leap, ledge-grab, etc., with the same default key (Space on M&KB), or to grip the surface beneath you when sliding to reduce knockback distance.

    • Links. Certain skills, spells, and abilities may now be "linked" to allied skills, spells, or abilities to give an extra, synergetic effect. These are rarely a flat DPS gain, usually used instead to adapt the output, such as by using an Aero III to cause dodges during a Featherfoot to strike for cleaving counterattacks, or for a flame-infused projectile to deal the greater of either physical or magical categories' damage.
    • Spirit. A potential limiter resource for Links.

    • Adaptive or piecework animations. Skills may take on different animations depending on the timing, positioning, sequence of, or movement during their use to look more natural. Auto-attacks may also be affected by preceding skills.
    • Unique casting animations for certain spells. This can be as simple as drawing a rune in the air or gathering the related element about one's hand before releasing it. Casting aesthetics could benefit from having more than a single animation per class.
    (3)
    Last edited by Shurrikhan; 10-02-2016 at 01:29 PM.

  10. #10
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Bring back body part targeting.
    (4)

Page 1 of 10 1 2 3 ... LastLast