Introduction
Strap in lads and lassies for I have much to say. I am a level 20 WHM (Since Healers are always needed in Eureka) and have finished my MNK and WAR weapon and armor sets, so I have a tad bit of experience with Eureka and its mechanics. I am also a game developer myself, took years of college for it and while I lack a finished product it at least is innovative and fun (subjectively between myself and play testing friends) so I hope my insight is somewhat valid. Let me be frank, I do not enjoy Eureka. The concepts and foundations are GOOD, but that is all they are. Imagine you were going to create a cat out of thin air (You're a god(ess) and are bored and cats are awesome), Eureka would be the product of making the skeleton of a cat and forgetting all the meat and cute and fluffy fur that makes a cat good.
So, with that said, I want to run over a few things for you, the game developers and SE themselves, and any players who want to read awhile and perhaps give their own opinions and takes and ideas on the matter. I will start with the main concept of Eureka and work my way through things that should have branched off from it.
Eureka and the Six Elements
For all those who have played FFXIV for years you will recognize the six elements; Lightning, Fire, Water, Ice, Earth, and Wind. This is the core mechanic and idea behind Eureka; "Utilize these to have a fun and rewarding experience". Perhaps the devs forgot the fun aspect of it however and so we've been left with a very simple and the illusion of choice that is the Magia Board. To point out the flaw of this system is also rather simple and easy to do and that is its rock paper scissors mechanic. Of course, when you think of elements you think of it, you think of "Water douses Fire, so Fire is weak against Water!". In a game like Pokemon this works, but in a game like FFXIV, and indeed in this capacity, it does not.
The reason the Magia Board is an illusion of choice is due to how roles in an MMO work. If you're a tank you will need to take hits, as all mobs are of a single element the tank will want to stack all their Magicite points into one column and have it set to the same element as the mob. On the other hand there is DPS whose sole focus is to deal damage, thus they do exactly the same and stack all Magicite points into one column but instead set it to that elements weakness. Finally you have the healer role and while the option of choice does exist for them it is between only the two above, stack all their Magicite points into one column and adjust based on what they feel like doing, Living through mechanics or DPSing. This is not a fun system and is more of a chore than an in-depth and interesting thing to focus on.
Rather than focus on Magicite points giving an offensive edge against elements it should focus on defending against them instead. If they were utilized solely for defence it would force the player to adjust against mobs who would otherwise kill them. However this doesn't solve the problem of it being a boring system in which you stack all points into one column, and here is the solution; Instead of having mobs that simply auto-attack and use a single (sometimes two) ability(ies) as a soft curve-ball to players, giving them three to four abilities of varying elements to make combos with will allow for more strategy to be involved when engaging and fighting them. For instance, if a mob is of the Lightning element its auto-attacks should deal damage in Lightning, it should have one to two abilities that are Lightning-based while the other two abilities are of the Wind and Fire elements, the elements that it resides beside on the Magia Board. As a side note, it would be important to have these abilities synergize with one another, similar to how the level ~8 ice imps cast heavy on a player and then use an AoE centered on them. Combos like that are fun and interesting.
If one were to stack all their points into a single column being hit by these "off-element" abilities could prove fatal. Some mobs could even have forced hit "off-element" abilities (such as raid-wide AoEs) thus making it rather mandatory. This wouldn't completely solve the Magia Board's issue, but it would allow for more strategic use of your Magicite points based on the mob you're facing. For instance, if it only has one Lightning ability and it's easy to dodge, DPS could prioritize their "off-element" defences instead, stacking them where needed based on personal choice. Tanks would want to focus on the main element with more mild defences against the "off-element" abilities, but with some wiggle room of choice as to which ones they would rather defend more against. Players would need to be given the ability to change their Magicite points more often however, and if on the fly changing isn't an option perhaps more Magia Board "stations" could be placed around the map in places it would make sense for them to exist (old torn down cabins, etc).
This still however doesn't address the issue of the Magia Board being rather stagnant in terms of when you rotate it. In this next section I will go over what should have been for an island where the "elements are in flux".
Elemental Weather
Indeed, currently weather plays a small role in certain mechanics, such as Gales being needed to spawn Jahannam and Pazuzu, but aside from that is more of a simple make in that it spawns certain enemies that serve no real purpose aside from getting in the way and cluttering certain areas that already have mobs. Rain is by far the worst as it spawns annoying Water Sprites that overlap otherwise navigable mobs (Though at level 20 this becomes a non-issue). Weather as it is simply plays no real role in the Eurekan experience, but it doesn't have to be that way.
A lofty goal I'm sure and perhaps a rather difficult one to program given FFXIV's spaghetti code, if weather were to change the elemental affinities of ALL mobs across the island based on what their normal element is, this would allow for on the go rotations of the Magia Board to become a necessity. Furthermore, if the weather cycle were to be sped up to a single Eorzean hour (2 minutes and 55 seconds) this would create a much more interesting use of the Magia Board. More weather types would also be required, such as Heat Waves, Dust Storms, etc to allow the Elemental changes to cover all six elements, not just Water/Ice/Wind ones. Obviously more charges and faster regeneration of charges would be needed in order to accompany the change, but it would be fun and an important factor consistently within Eureka. The way in which the weather changes a mob would be based on their core affinity vs the weather's affinity and finding the middle ground.
Let's look at an example of how this would work. You and friends are fighting a Squib of Water affinity while it is clear weather. Suddenly the weather changes to rain/showers and...! It's still water, phew. But after a few more Squib take-downs the weather changes once again, this time to heat stroke. The Squib would then change, going toward the middle ground of the two elements, yet as they are side by side on the Magia Board it simply makes the transition to Fire instead. Now an angry hot Squib is tearing up the tank and shoots lightning at a DPS, both who didn't change their Magia Boards and are now tanking the floor. After recovering and fighting fire Squibs for awhile the weather changes again, this time to dust storms. As Earth and Water are not side by side the transition would change them instead into Ice Squibs.
As you can see, this would be a much more in-depth use of the weather and elements. If the element of the weather and mob are opposites (for instance if the core affinity of the mob is Water and the weather turns to Gales) there are two choices; A) The mob does not change at all due to opposites being incompatible or B) The mob transitions to one of the two elements closer to its own affinity at random. This would allow for less work on the Devs as less assets would be needed for each mob than if you were to add two more. Regardless, with all change more assets would be needed and would take time to do, even if 18 months is what it takes.
Finally we move to the last core feature that would spice up the Eurekan experience to create a more fun and lively environment.
Magia Board Bonuses
While prior to this I said that the Magia Board shouldn't Focus on giving Players an offensive edge against mobs it was a half-truth. While the Elements shouldn't have weaknesses in the traditional sense, that doesn't mean the player can't be powered up through the elements that they have chosen. What I would suggest then is not buffs to raw power, but buffs to substats instead based on the amount of Magicite Points in any given Element. For instance, Lightning is destructive and strikes with ferocity, therefore if it gave a +10% bonus to Critical Hit and Direct Hit that would make sense. Fire on the other hand is similar but not the same, causing raw destruction over a span of time, thus giving a +5% bonus to Critical Hit while also giving a +10% bonus to Skill Speed and Spell Speed to power up DoT abilities would make sense. Water is known for being an element of life and rejuvenation, giving the Player +50% HP Regeneration and MP Regeneration in-combat would then be a neat way to play off its identity.
These bonuses could and should definitely fall off the more points you put into any given element, otherwise stacking would again become extremely popular, but it also creates an environment where depending on the elemental affinity of your enemy you too change and adapt in a small but important way. Honestly, Eureka seems to have forgot its Identity. While it is the bare bones of a fluffy and glorious cat, it simple stopped at the bones and crammed everything together as is, falling short of what it could have been; a fun and enjoyable experience for all.
Thanks for reading, and by no means are these all my ideas or suggestions, but simply the ones based around the core identity of the island and the elemental flux it is supposed to have.
tl;dr
- Elements shouldn't be weak to one another but instead have the player focus on defending against them, while giving enemies varied elemental attacks based on their elemental affinity and the two elements on either side of it on the Magia Board. This would create an environment in which stacking Magicite points would no longer be the only "choice" players need to make.
- Weather should play a major role in mechanics with more weather types added while changing the elemental affinities of mobs based on a "meeting in the middle" arrangement based on the Magia Board. More rotation charges should be given to the player with a higher regeneration rate as well as specific sites across the island to reallocate and recharge your Magia Board.
- The Magia Board should give "offensive" bonuses, but rather than being based on a weakness system or one wherein you focus all your Magicite Points into one element it should instead focus on giving the players substats that match the identity of the element in question. These points should have a dramatic fall off to prevent stacking for offensive purposes.

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