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  1. #1
    Player
    Yzuna's Avatar
    Join Date
    Sep 2012
    Posts
    120
    Character
    Yzuna Oengus
    World
    Omega
    Main Class
    Gladiator Lv 67
    I'd like them to rework the combat system. So it's less about rotation, and more about teamplay.
    Whether it's group chain attack, party buff, situationnal buff...but enough about the mindless rotation.

    I'd like the combat system to be more "if X them Y". React to what the mob is doing, react to what your party members are doing.
    I find it more interesting than "first X then Y" rotations.

    Also, more boss where you can't see casting bar and need to react to what you see or hear. If possible, for some, less predictable rotation and more random TP move.

    For features, i'd like for them to do something with the guildleves system (think ENM/Assault from FFXI). Hard content for 4/8 members, with specifics conditions tied to winning, bonuses unlocked depending on how you do it (times/members paths etc.). Guildleves was fun at the beginning, I don't know why they didn't follow-up on those. Specially since it's quite cheap to make, they can re-use most of the asset they have.


    More condition to win PoTD/HoH. Like kill a single mini boss, avoid mobs, activate something, solve mini puzzle...add a little variety to the system.


    Worldquests to unlock big new content (new area/boss etc). Think WoW AQ quests for instance. It might not be the best content, it can be grindy, but you get a great sense of achievement as a community, and I think it's never a bad thing.


    Try to develop, as least once, a huge, hard donjon (instanced or not). designed for 4 or 8, with multiple paths, optionnal/secret boss, roaming patrols of trash, where mobs can link add etc., and quests tied to it. (like EQ2 donjons, or Blackrock Depths from WoW vanilla) You could go to clear only a few boss, go specifically for a quest, or to clear it all)
    If people like it, great, you can make more of those, if not, well then at least they'll have tried. But I'm pretty sure it can be a huge success.


    But more than anything, please, please SE, stop making content revolving on FATE train grind. One boss FATE here, one boss FATE there, sure, why not. but the huge part of content tied to it is too much.
    (2)
    Last edited by Yzuna; 07-31-2018 at 01:03 AM.

  2. #2
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Yzuna View Post
    Try to develop, as least once, a huge, hard donjon (instanced or not). designed for 4 or 8, with multiple paths, optionnal/secret boss, roaming patrols of trash, where mobs can link add etc., and quests tied to it. (like EQ2 donjons, or Blackrock Depths from WoW vanilla) You could go to clear only a few boss, go specifically for a quest, or to clear it all)
    If people like it, great, you can make more of those, if not, well then at least they'll have tried. But I'm pretty sure it can be a huge success.
    ^ Definitely this! And just a general move away from Casual = Braindead FATE grind (but instanced! :/) and Hardcore = Dancing with a Boss. (MHW event is hopefully a step in this direction).

    Class customisation via Traits and just generally giving every class the attention they need to make them fun, fluid, and distinct (even if this means no 'new' classes).

    Systems to allow more re-use (i.e. scaling to current iLevel and rewards) of 'old' content... e.g. monthly 'savage' dungeons, weekly 'time-travel' raids / trials, some sort of progressive dungeon scaling (e.g. mythic+)

    A proper (ARR/HW style) relic quest with diverse activities that can be done slowly over time (and solo / duty finder if needed).

    Extreme suggestion: Drop PvP (or at least the competitive side of it) and introduce seasonal PvE leader boards for competitive dungeons / trials / raids / etc. (e.g. fastest run, fastest kill(s), least damage taken, etc.) ... duty recorder could be used to verify results and share them publicly.
    (1)

  3. #3
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Acidblood View Post
    A proper (ARR/HW style) relic quest with diverse activities that can be done slowly over time (and solo / duty finder if needed).
    See, while the original versions were a grind, they were also a lot of things you could do on your own over time.

    There's an excessive lack of things to do while waiting for a cross-world party to fill. The relic/anima weapons were a good "spare time" thing to do, but since Eureka is also instanced, going for the Anemos equipment means forgoing any queues or grouping.
    (1)

  4. #4
    Player
    Tanama's Avatar
    Join Date
    Aug 2012
    Location
    Phorampa Wildwood, Valeria
    Posts
    626
    Character
    Jenity Dionysus
    World
    Hyperion
    Main Class
    Archer Lv 80
    Quote Originally Posted by Yzuna View Post
    I'd like them to rework the combat system. So it's less about rotation, and more about teamplay.
    Whether it's group chain attack, party buff, situationnal buff...but enough about the mindless rotation.

    I'd like the combat system to be more "if X them Y". React to what the mob is doing, react to what your party members are doing.
    I find it more interesting than "first X then Y" rotations.

    Also, more boss where you can't see casting bar and need to react to what you see or hear. If possible, for some, less predictable rotation and more random TP move.

    For features, i'd like for them to do something with the guildleves system (think ENM/Assault from FFXI). Hard content for 4/8 members, with specifics conditions tied to winning, bonuses unlocked depending on how you do it (times/members paths etc.). Guildleves was fun at the beginning, I don't know why they didn't follow-up on those. Specially since it's quite cheap to make, they can re-use most of the asset they have.


    More condition to win PoTD/HoH. Like kill a single mini boss, avoid mobs, activate something, solve mini puzzle...add a little variety to the system.


    Worldquests to unlock big new content (new area/boss etc). Think WoW AQ quests for instance. It might not be the best content, it can be grindy, but you get a great sense of achievement as a community, and I think it's never a bad thing.


    Try to develop, as least once, a huge, hard donjon (instanced or not). designed for 4 or 8, with multiple paths, optionnal/secret boss, roaming patrols of trash, where mobs can link add etc., and quests tied to it. (like EQ2 donjons, or Blackrock Depths from WoW vanilla) You could go to clear only a few boss, go specifically for a quest, or to clear it all)
    If people like it, great, you can make more of those, if not, well then at least they'll have tried. But I'm pretty sure it can be a huge success.


    But more than anything, please, please SE, stop making content revolving on FATE train grind. One boss FATE here, one boss FATE there, sure, why not. but the huge part of content tied to it is too much.
    All of this would breathe a much needed breath of fresh air to the mundane content cycle we've had going for the last couple of expansions.
    (0)