At the least, we'd need full job redesigns and encounter designs. It'd be almost a complete redesign of the combat system. I will make a post one day when I get some time, with a full mock up rework of the system I am proposing and the Paladin job rework simultaneously to give some additional context as well as an example dungeon/raid encounter. it'll be super long, but a fun read I think.
While I am at it I'd scrap positionals too (or fix the netcode to be as smooth as wows). Positionals coupled with the awful netcode is why they don't have a lot of boss movement, which I think is bad. Boss movement and space control are 2 incredibly important aspects of modern encounter design that FF14 just fails to utilize consistently or well. You can make DPS kits more interesting if you fix either of these issues.
I'm 100% on board with putting more utility on DPS. It sounds like you're recommending what we call "personals" in WoW. These are cooldowns that you use on yourself be it for mitigation/utility, etc. I main a Retribution Paladin which is a melee DPS, but I have the ability to share some of my defensive utility with other raid members in addition to my own personals. It's one of the reasons I like the class so much.My own ideas on improving breadth and depth of role, however counter-intuitive it might first seem, was to actually put the effective tools of each role into the hands of anyone and everyone. That means that DPS have tools for mitigation on other's behalf and survival in their own rights. However, these would not be slotted skills; rather, they were given through universal undermechanics, tied into how damage and enmity would work.
I'm not familiar with the term "undermechanics" or how that relates to the discussion. More clarification needed here.
To make sure I understand this correctly you'r advocating AI that reacts in game to various inputs. I.e. If a DPS pops a big cooldown and does a lot of burst, he "snaps" aggro, forcing the tank to respond by re-picking it back up?What I'd suggest instead, therefore, is a revision to mob AI that allows for manipulation of enmity. Not only would AI be able to have non-standard modifiers, adjusting the way they react to throughputs over the course and conditions of a fight, but players could manipulate who receives that attention. Moreover, a mob needn't be limited to a single target or focus; a tanking player could potentially throw in additional threat at a well timed moment to distract a tail-swiping mob away from allies forced to move through its tail section when that swipe could be lethal, whether directly or indirectly. But moreover, enmity could be shifted between players through angular stacking, well-timed burst enmity during positional swaps, etc. I realize I'm not being terribly concrete, here, but while the patterns or total number of mechanics necessary make up only a short list (table, mode, conditions, focus), their implications and likely variance have filled up more than a page of my notes.
Another example, could be, player is low on HP boss "recognizes" this and focus' attacks to try and kill the player, or maybe is granted a haste buff (attacks more frequently) until that player is healed over x%?
Am I understanding the core concept accurately? If so I would gladly support this (this lends gameplay credence towards Tanks, which I main).
I felt that my tank paradigm covered this idea well. A DPS could theoretically soak damage for a period of time and a healer could even keep them up by rotating cooldowns, but the MP drain to sustain a DPS' HP would be very noticeable when compared to a tank. Not to mention DPS would lack the tools to sustain mitigation over time or threat which would make it a temporary solution at best.In addition to this, for damage to be raised without obligating a tank to a point that they feel like a gimmick requirement, there would need to be a way to distinguish between immediate and effectively cumulative damage intake.
I'm somewhat opposed to this concept. I'm much more on board with the concept of wounded increases damage taken than I am with the concept of being wounded reduces throughput, but rather than a universal mechanic, I'd posit that'd be better suited as encounter specific (or even an "affix" a la WoW's Mythic+ system).Ideally, I also wanted to tie this system into tools universally usable for external (suppressive) mitigation. To this extent, I would suggest a Stagger system, a percentile throughput system by which damage dealt reduces target outputs and/or increases intake via a continuously and dynamically fading penalty. Technically, this would be broken into applications of Force* and Pain* (*tentative terms), whereby Stagger is dealt via Force, which is a modifier off of damage, and fades at a rate determined by Pain, also a modifier determined by damage. This allows for synergy and coordination, increasing the need for focused and tactically spread pressure.
What this would mean on the player's end is that damage received would make it easier for yet more damage to be received, while also reducing the afflicted player's throughput produceable. This means that enemy attacks can be impactful without outright one- or two-shotting non-tanks, while tanks in turn see advantage simply due to the formulas for Stagger shared by both mobs and players, and because of their large HP pools and stacking ability for self-mitigation (rather than being limited typically to just suppression and avoidance).
The reason I feel this way is that it wouldn't feel fun to the healer. You're in the hole and it's getting increasingly harder to get out of it. It should feel that way organically (which I think simply being low HP while still taking incoming damage does a good job of being fair, but engaging). Like I said though, I'm not 100% opposed to it and would definitely support a SEMBLANCE of this mechanic.
Regarding the throughput example though I'm not sold on that. It would feel very unfun much like old weakness did. It punished you so harshly that it wasn't fun.
1) I'd need specific examples here as to why this relevant and what it represents. If the goal you're suggesting is to have the tank in front always while everyone is behind them how would melee DPS work or would they be expected to circle the boss and just soak the damage and be healed more often?Consider what would happen if: (1) virtually all attacks were AoE, though still only the strongest were necessarily zone-marked, and (2) all AoEs faced cumulative mitigation — meaning that the damage absorbed by a first player reduces the damage done to the next, and then cumulatively to the third, and so on — or only struck the first in line, and (3) one (generally just tanks) could have a secondary, larger hitbox by which they intercept attacks that would otherwise hit any allied hitbox within.
2) This mechanic currently exists in O4S. I would not be opposed to making it more readily used as well as tanks having more "Passage of Arms" styled abilities on shorter CD's that incentivized the notion of taking the brunt of an attack for a party.
3) Rather than tuning the tanks hitbox specifically, I think a better opportunity would be to tie the abilities to the hitbox.
Blade and Soul did this extremely well (it's also hands down the best MMO combat I personally have ever experienced).This doesn't yet begin to go into revisions to RNG mitigation (dodge, block, parry), new mechanisms like Guard or Cleave, or combo revisions, but this should at least summarize the relevant bits.[/HB]
You had to time blocks and evades. You needed to time CC's and coordinate the type with other players to lock a boss down and interrupt a key attack or to do a mechanic (for instance one boss needed to be stunned during an attack, then launched into the air and combo'd up there while a wave of fire washed across the ground. if he gets hit he gets a damage buff as well as healed a decent bit. Everyone else on the ground needs to evade/dodge the fire wave.
As a tank main I would 100% support manual block (but I know A HUGE subset of the playerbase would be against this though.
I would also support a complete CC rework where you had to as a team interrupt/CC a boss.
Here's some detail on the CC rework:
1) Regular mobs can be CC'd as normal via DR.
2) Boss mobs have CC armor (similar to BNS/WS). You can't CC a boss whenever you want, only during specific attacks. If a boss has 2 CC armor they'll need to be CC'd twice in the time window or a job with more powerful CC will be tasked with doing it solo. A boss could have 6 or 7 or 8 CC armor, requiring multiple people to CC.
Every job has CC. Tanks have the best CC. Melee second best. Ranged physical third, and ranged caster/healer last.
Best CC could mean shorter cooldowns, more powerful (i.e. takes off multiple hits of armor) AOE, or have range. For instance tanks have very powerful short CD CC's. Melee would probably have short cooldown, weaker CC's. Ranged Physical might have long cooldown powerful CC's, and Ranged Caster/Healer might have long cooldown ranged AOE CCs. Just spitballing here.
You wouldn't be able to CC every attack. You'd have to pick and choose which ones where the most dangerous at a given moment which would then change how the encounter played out.
I.e. you could interrupt more tankbusters, which would smooth damage out on the tank letting them push DPS, but not interrupting a ranged AOE attack that destroys a part of a platform could be bad, unless you were close to killing the boss, tank was low and you didn't want to risk them going down.
I feel like it would be a boon to more organic/dynamic gameplay. If tank is low and healers are low on MP, tankbusters could be a bigger threat than a single add spawn/voidzone. Alternatively, if the boss is almost dead, but you're running out of room really quickly due to mechanics, interrupting that type of ability would better serve you.
I'll put this here. I love FF14. I really do. I love the world, the lore, the characters, and the style, but honestly, the gameplay just isn't that good. It's very pretty for sure, and the encounter design is pretty clever and fun, but like going on a rollercoaster. They're all pretty fun, but SOME just do it so much better. If I could remake the entire combat system I'd support it.
I'd have loved to seen your input on my thoughts on the post. They can be found a page or two back or on page 2.
I don't have much insight on yours because I largely agree with everything said.