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  1. #1
    Player
    javid's Avatar
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    what I hope for 4.0 Battle System

    FFXIV ‘s meta is set. However developers could tweek it if they wanted to risk seeing how players would like it. I for one agree, since the bottom line is money, no MAJOR changes should be attempted without it being a reaction to community feedback (ex: no more unsolicited “FAVOR” type content).

    But since we all have our opinions, this is the direction I would like to see the battle system go. All MMO’s battle systems are basically about DPS & mitigation. Generically you have your TANK, HEALER, DPS ( and SUPPORT*) roles. And the system has you bring these roles together to REKT some end-game raid for loot. However what makes a game NICE imo is the variety of ways you can skin the cat (if you catch my drift).

    Let’s first talk about FFXIV Meta then I’ll complain. Since 1.0 FFXIV meta has always been every role is a DPS, yet a few can mitigate ( pld, drk, war*, all DPS with mitigation if you’re playing properly), (whm,ast, sch ...all DPS with mitigation if you’re playing properly). I’ve since quit the game but before I did I got all my jobs to 60 (mch at 59*? ), but all while leveling throughout the years I found myself always arguing with casuals about one thing….”MAXIMIZE YOUR DPS!” While this is to be expected of a “true” DPS I find it strange that this game makes it very true for healers and tanks as well?? So much so once you hit endgame with a serious raid group, everything is timed cures/shields, tankbusters, move around, MAXIMIZE YOUR DPS!! This game’s meta doesn’t REWARD true role playing (with the exception of a few fights here and there throughout ex: T7(extreme), T10, AS1, AS6).

    I would prefer a meta that forced us to play each role truly instead of the hybrid DPSes we have now: Tank’s that are all about mitigation and party mitigation (active), healers are already designed with uber shields and heals ( i want that NERFED or raid dmg raised like hell and not aoe dmg, but individual party member dmg), and leave DPS more or less as is yet stripped of all mitigation!!. (note: this game doesn’t officially have a support role however if you wish to use raid finder or you’re a serious raid group….you can’t do without a brd/mch [so this game DOES have a support role]).

    Allow me to elaborate; this is the breakdown of roles I would prefer.

    TANK:
    pld, war, drk - roles that are forced to take dmg, hold aggro & mitigate party dmg PRIMARILY. I want higher dmg on tanks forcing us to use optimal mitigation sequences. I want all mitigations to be influenced by stats for example no longer flat 20% for Inner Beast, but instead a 15% base mitigation that increases with determination and can CRIT! Same with all other mitigations (Rampart, shadowskin, foresight, etc, etc). I want Parry rates & parry mitigation to go up and be comparable to a det/crit tank. I want there to be 3 types of tanks: Parry/DET, DET/CRIT, & Parry/CRIT.

    HEALER:
    ast, whm, sch - roles that are forced to constantly heal, regen, cure negative status effects PRIMARILY. I want Healers that have much weaker heals or party takes higher dmg than the nominal HPS. I want more status effects during fights that require healer attention (esuna, adlo, etc). I actually want ast to lose its offensive buffs….no balance or arrow. I want offensive buffs left to the support roles.


    DPS:
    blm, mnk, drg, smn, nin- roles that JUST REKT SHIT!! DPS jobs should continue to DPS but lose solo & party mitigation abilities: Dragon Kick, Mantra, Keen Flurry, Featherfoot, Second Wind, have no access to Bloodbath (gives room for DNC in the future), Shade Shift, etc.


    SUPPORT*:
    brd, mch, rdm*- roles that primarily helps the party overall.
    Now the support classes should dominate all offensive party and solo buffs and mp/tp regens and also specialize in enfeebling (silence, slow, blind, bind, heavy, paralyze). For example Virus, Eye for an Eye, Apocatastasis, Lethargy should all be RDM exclusives. Support enfeebling should be a different tier such that it doesn’t share resistance with tier I. For examples Blind (from Flash, Dark Passenger, Ruin II) should be separate from Blind II ( a RDM ability that will override Blind I).

    I want each role so preoccupied with doing their part in order to MAXIMIZE DPS, rather than it being, scripted mitigation/dodge/heals and perfecting your rotations.


    Final changes: all combos should be extremely simplified so ppl aren’t staring at their hotbar the whole fight.

    A game like the one I described will definitely play differently and invite more strategies to optimally clearing content.
    (3)

  2. #2
    Player
    Zojha's Avatar
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    Lodestone Bait
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    Pandaemonium
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    Gladiator Lv 1
    Quote Originally Posted by javid View Post
    All MMO’s battle systems are basically about DPS & mitigation.
    More precisely: Damage and Sustain. (Effective) Health and Reduction of Health. And that's not unique to MMOs, that's also in fighting games, bullet hells or shooters. And in all those games, the goal is to maximize the relation between outgoing and incoming damage - Ideally KO the enemy (Maximum damage) without getting hit (Minimum damage taken).
    The crux in MMOs like this one now is: There is damage you cannot possibly avoid, such as autoattacks or tank busters and it is not trivial. Mathematically, what happens to the aforementioned relation through that? You have less control over the denominator and focus shifts to the numerator - Outgoing damage, aka DPS.

    Most games lack roles however or put the player in charge of all the roles at once. MMOs have copied that concept more or less blindly, which resulted in constant quarrels about one or multiple roles lacking players to make parties. It's still popular however because it works like an assembly line: The production (fight) process is broken into smaller, simpler parts of which each worker (role) only has to do one. That makes it a lot easier and the process more efficient and that is also why roles came to be in the first place - efficiency. The result is specialization - the worker (role) becomes far more efficient at that one operation he does, but loses sight of the whole due to his isolation (Yes, labor division means isolation, not interaction) in the process and develops tunnel vision. I'll spare you the psychological side effects for now.

    And the roles introduce another issue. I already mentioned non-avoidable damage earlier. Now consider what tanks and healers as roles do.

    Let's start with tanks:
    Tanks take hits. And why do they take hits? Because they got the fat armor. And what does fat armor mean? Taking less damage per hit. And what does that mean? They can take more hits, which means nothing else but more effective HP. A point of health on a tank is more health than the same point of health on someone else. That is a nice characteristic, but pointless if you could avoid all damage by simply being a good player - you wouldn't need a tank, ever. That's why tanks need unavoidable damage to become relevant. And what did unavoidable damage do? Right, shift the focus to outgoing damage. Things are interconnected!

    Next: Healers.
    What do healers do? They restore Health. We already established that health is worth different amounts on different people. But in order to have a job, healers need people to take damage and since avoidable damage means people might not take damage, it also means healers might not have a job. Again, this role thrives on un-avoidable damage. And thus, we go back to the first point again.

    In other words: The existence of these roles is majorly to blame for the DPS focus on principle, with their power being a strong supportive factor.

    That said, I personally would rather we move away from the role system, rather than reinforce it further and naturally disagree with your suggestions as a result. Where you want to increase the control of tanks over the denominator, I'd rather everyone got more control over it. Where you want a specific support role, I'd rather everyone have supportive interactions. And I mean interactions, where both people need to react and adjust to each other, instead of just throwing a buff at someone and never bothering with it again while the other just does their rotation as always with more oomph behind it. And I'd honestly like to phase out healers entirely, but that's an unrealistic pipe dream.

    My 2 cents.
    (2)

  3. #3
    Player
    javid's Avatar
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    Javid Conlak
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    Sargatanas
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    Marauder Lv 80
    More on this Game meta:

    Accuracy in this game is useless.... let me explain. Each job (except healers and mch***) HAVE to complete their combos; esp DPS that NEED certain skills to hit or the whole game might as well go to hell (snap punch/demolish, all drg combo, fester/bane/painflare/drain, blizzard IV, all tank combos*, you get the picture). So they can't design a end game fight where accuracy is variable, like make the boss have an ability that lowers accuracy on one player or the whole raid, or have higher evasion. This boils down to every one DPS' ing needs to have Accuracy requirements and once it's met it is utterly useless after that. It's not like any other stats (with the exception of parry) that goes up in benefit the more you have of it.

    I recommend an adjustment to this combo MUST complete sequence this game is based on. One way I believe accuracy can have marginally beneficial passed the based requirement is if they switch "Miss" into "Dodge" but have "Dodge" do a 1 dmg hit confirm so the current combos will still be completed and the jobs still gain their effects even though the dmg is basically 0! So we all get to keep our Grease Lightning III, Blood of the Dragon, Enochian, Aethertrail Attunement , Wrath, etc.
    And it doesn’t have to be as low as 1 dmg; it can be adjusted to be a fraction of the full potential and say “Dodged” to signify you could benefit from more Accuracy and or less Evasion on the Boss. This would make skills like BRD's “Rain of Death” functional for more than just the Healers DPS.

    Earlier I hope that AST loses its offensive buffs “Balance" and "Arrow”. I’d like if they swap those out for Higher Accuracy and Higher Evasion (suggested Buff names Eagle Eye=Accuracy & Featherfoot = Evasion)
    [note: I know MNK has a skill named Featherfoot. I want them to lose it.]
    (1)
    Last edited by javid; 12-30-2016 at 11:11 PM.

  4. #4
    Player
    Guhigh's Avatar
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    Celestiale Miracle
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    Faerie
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    Paladin Lv 70
    Well this is my 4.0 wish list

    TANKS
    Give critz immunity in tanking stance and increase mob and boss critz chance to a point where tank will need to pop def CD to survive multiple critz if they are not in tanking stance. IMO MT should be in tanking stance and OT in DPS stance unless add/mechanic pop up.
    That parry become a mandatory stat for tank and become the FFXIV equivalent of WOW def value to resist mechanic like crushing blow.

    that won't be a drastic change for player to adapt.(use tanking stance when tanking, socket parry instead to str in accessory) and will make the tank feel more like a tank than a dps engine that can take hit better than other dps.

    that they further reinforce each tanking design without preventing them from clearing content
    PLD physical type boss MT
    DRK caster type boss MT
    WAR soak tank with high dps/treat burst
    and if ever released
    SAM high dps tank alternative for WAR raiding off tank spot

    DPS
    nothing really on my wish list other than EGI glamor for Summoner and maybe give healing style primal like phoenix to scholar pet list/glamor

    Healing
    Although ppl tend to class healer as direct heal (WHM, AST) and preventive heal type (SCH, AST). I prefer to split them as being doing either healing or dpsing, usually your raiding MH (WHM or AST) and doing both at the same time (SCH) as your raiding OH. If they release a 4 healer i would like it to belong to the "heal and dps at the same time" type to be an alternative to the auto include SCH off healer and that they further reinforce AST and WHM role as MH.


    as for support class type we won't see them unless they change drastically the the current party format. Currently we have 1 tank, 1 healer and 2 dps basic party formation. so we can expect support to be spread across those role. Until they add a 5 member to this basic formation. Even then it will probably be a hybrid role slot and not a support role slot. I don't expect much change here since they released the RDM as a "range caster/melee dps hybrid"

    tank/healer/dps is a key triad of the FF series and i don't see them switching it for something like Guild war triad (attack/support/kite) were every player swapped role multiple time during a fight according to circumstance.
    (0)
    Last edited by Guhigh; 12-30-2016 at 11:44 PM. Reason: more than 1000 char post

  5. #5
    Player
    dragonseth07's Avatar
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    Ratithgar Jovasch
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    Paladin Lv 90
    Even if Tanks and Healers only had 3 offensive abilities, you would STILL need to optimize DPS. Level 50 PLD still combos RoH properly. It has nothing to do with a "DPS Meta", and everything to do with the fact that you optimize everything you do. From heals to tank CD's to, you guessed it, DPS.
    (1)

  6. #6
    Player
    javid's Avatar
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    Javid Conlak
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    Quote Originally Posted by dragonseth07 View Post
    Even if Tanks and Healers only had 3 offensive abilities, you would STILL need to optimize DPS. Level 50 PLD still combos RoH properly. It has nothing to do with a "DPS Meta", and everything to do with the fact that you optimize everything you do. From heals to tank CD's to, you guessed it, DPS.
    you missed the point. I clearly started at the top saying everything is about DPS and mitigation, even the next guy (which disagrees with me on hopeful 4.0 patch) understood I said everything is DPS and "sustain". Of course DPS will always be important..... now that i hope you didn't miss it.
    (2)

  7. #7
    Player
    Dzian's Avatar
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    Scarlett Dzian
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    Sargatanas
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    Bard Lv 76
    What makes accuracy useless is every mob you fight is the same.

    You don't have slow mobs with mega solid defence but low ass evasion. You don't high incredibly agile mobs that have paper defence but are incredibly evasive either. As a result there's never anything to balance accuracy with. Works both ways because players don't have evasion stats or anything either.

    As for damage overall it's fairly static both incoming and outgoing. It's impossible for a tank to dodge a tank buster and take no damage. But it's also impossible for that tank buster to crit when it does hit the tank. There's no variance at all.

    1.23 Paladins had a nice skill called Aegis Boon. Guaranteed block of the next attack and converted damage taken into hp. Meant a paladin could take a 1000t swing and shrug it off almost entirely. Nothing like that exists now because the game revolves around that damage being unavoidable. It's kinda boring like that.

    You also had a huge variety in bosses. Chimera was incredibly tough and resilient to damage but low evasion. Garuda was pretty evasive and needed a higher degree of accuracy to hit. And then you had miser that was fairly squishy but had a large chunk of hp.

    All meant that stats had a bit more weight as well.
    Whm's for example weren't just a case of pile all your points into mind. Because sure it helped your cures and dps in cleric to put your points in mind. But also had vitality which directly increased enhancing magic which meant more powerful protects regens and stoneskins at the expense of weaker cures and lower dps.

    Plds also where more strength meant your blocks were stronger and took less damage. More dexterity meant you blocked faster and more often...

    Stats were a lot more interesting. Wish they'd built that up even more rather than dumb it down to hell. Currently most stats are meaningless. All that matters really is I Level. Any crit det or skill speed for example is largely irrelevant. Just getting the highest I level piece with the highest primary stat and you're good to go.. only time secondaries are even considered is when theres several options at the same ilevel.

    but most stats are completely useless. str mnd int pie all do nothing at all on a ninja. skill speed det parry all again absolute jokes. to much skill speed mostly the same. you could effective just have 2 stats on most jobs. Defence and power...
    (5)
    Last edited by Dzian; 12-31-2016 at 07:57 AM. Reason: Formatting

  8. #8
    Player
    Iromi's Avatar
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    Tilla Eversong
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    Siren
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    Marauder Lv 50
    I liked 1.23 also. The stats felt meaningful and there was much more to the battle system then "dps"

    I'd like to see the kind of stuff Dzian mentioned come back. Give the game some more depth.
    (1)

  9. #9
    Player
    javid's Avatar
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    Quote Originally Posted by Dzian View Post
    What makes accuracy useless is every mob you fight is the same.

    Stats were a lot more interesting. Wish they\\'d built that up even more rather than dumb it down to hell. Currently most stats are meaningless. All that matters really is lively. Any crit det or skill speed for example is largely irrelevant. Just getting the highest I level piece with the highest primary stat and you\\'re good to go.

    AGREED that they have simplified stats from a defensive standpoint: physical/magical defense & VIT .... that's it!! I agree they should create variance in the mobs build as well to take advantage of more stats like accuracy etc. Also I suggested they lower the defensive baseline for all CD's and make them stats influenced (Inner Beast 15% base mitigation + X [stats] with crit chance).

    Currently there are 2 top ilv gear and not all iLv are created equally mainly b/c ACCURACY & PARRY are not worth it! They can fix that.
    (0)

  10. #10
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Iromi View Post
    I liked 1.23 also. The stats felt meaningful and there was much more to the battle system then "dps"

    I'd like to see the kind of stuff Dzian mentioned come back. Give the game some more depth.
    Did we play the same game?... If it didn't clear the encounter as quickly and reliably as possible, it wasn't taken. And at the heart of that was dps. The only distinctions were, just as now, "event" and "overall" dps (aka "burst" and "sustain").

    And there was far less depth or complexity available to compositional decisions or even rotational decisions based on composition than in ARR and HW. I enjoyed 1.23 for the most part, and even before Yoshi's rework, thinking that ARR had definitely wasted some serious opportunities in the development of its combat system (as had Yoshi's rework before it), but I don't see any criteria from which you can arrive at that conclusion.

    At best that might be that tanks and healers weren't quite as strong in 1.x, and therefore there was greater use of dps off-tanks and the occasional off-heal (a less specialized layout that I preferred slightly), but even the stats of those times only gave the illusion of choice apart from perhaps mitigation vs. eHP for tanks. The rest all funneled into exactly the same purpose and gameplay, but simply required optimal ratios in order to maximize.

    @OP:
    "Roles" are, in the end, mere specializations for which a degree of primary capabilities (damage-dealing in the case of any fight cleared by killing the enemies, or healing in any fight cleared by topping off a given NPC, etc.) is sacrificed to allow a higher degree of capacity for handling secondary functions (anything tactic that improves your raid's ability to clear the encounter that is not a direct, or primary, capacity, such as by reducing the ratio of incoming to outgoing damage) or tertiary functions (anything that improves upon those secondary functions while not directly contributing to them).

    "Roles" are not job descriptions outlining your responsibilities. They are something that you must maximize correctly in order to redeem the cost of having taken you, a specialist with thereby less primary capabilities. Stop thinking of specialists as the given; they are an investment, and unless intentionally overpowered, they are a costly one. And if you do not allow a given tank, for example, an avenue for reclaiming that cost when the need for their specialty is limited, then rather than allowing a range of different gameplay styles for your tanks—from gambling into excess mitigation or under-mitigation based on the team's actions and tookits—then the question shifts instead from the tank's "how do I play" to the raid's "do we reeaaally have to take a tank?" or, when encounter designs forces you to take a tank who is otherwise contributing nothing (effectively standing in the room to prevent death by compositional debuff) that question shifts to "why are we playing a game that gives invalidates player choice?"

    @Dzian
    While the lack of enemy variety does certainly add to the lackluster-ness of our stats, consider the opposite — if our stat choices were mandated by enemy type. You'd have to swap out your legs, belt, and gloves just to handle this one agile enemy due to its added evasion, only to swap back for the next where that accuracy is unnecessary and you want as much damage as possible. Moreover, none of these changes actually have any effect on evasion, they just force you to carry more near-equal ilvl gear in order to be optimal for a fight, and to spend more time in your inventory screens.

    To be honest, we still have exactly that. You just need to raid to see it. When your "casual content set" uses some 160 less accuracy than your "raid set", both around the same ilvl, it can be nice padding boost to go ahead and keep a hold of that raid drop that you can't possibly use in raids yet due to too little accuracy on your other pieces. But that's all that Chimera vs. Garuda ever amounted to, and likewise accuracy has only been alike to "gear tax" since then, its fee increasing as you progress through content tiers (just as Chimera -> Garuda did in 1.23).

    I don't feel the loss in stats from 1.23, because they had no gameplay effect once the community had pigeonholed you into a specific "role". Yoshida-era designs have since progressively furthered this rutting of toolkits into singular means of acceptable play, and finally removed the long-running option of increased output (both damage and mitigation) vs. increased eHP for tanks in the vit/str reform, but at least he has all of 1&1/2 gameplay-meaningful stats (Crit on crit-proc jobs, and Spell/Skill Speed for rotational adjustment at particular breakpoints). While balancing issues still prevent Skill Speed from being as meaningful as it could be, that's at least an improvement over 1.23's variety, which amounted to nothing but numbers (what little hints it left as to gameplay niching, such as Elemental Fist burst for Monks, etc., being left too pitiful and unbalanced to ever come to light).

    :: As for Aegis Boon, the only thing that invalidated it in the context of ARR/HW that it was up to a literal 200% DR. 'Sure, let me eat the guaranteed kill at 1 HP and be topped off for my trouble, on a CD equitable to Shelltron (its modern analog)?'

    tl;dr:
    Quote Originally Posted by Zojha View Post
    That said, I personally would rather we move away from the role system, rather than reinforce it further and naturally disagree with your suggestions as a result. Where you want to increase the control of tanks over the denominator, I'd rather everyone got more control over it. Where you want a specific support role, I'd rather everyone have supportive interactions. And I mean interactions, where both people need to react and adjust to each other, instead of just throwing a buff at someone and never bothering with it again.
    This.
    (1)
    Last edited by Shurrikhan; 12-31-2016 at 08:11 AM.

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