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  1. #1
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    After a little break, Ive to mention, that the skill list above is just a concept of how I'd rework the Monk under the current system, without the role changes of adding Supporters and Preventers (Debuffers).
    I've not written down yet for that concept the rework of Traits and Role Skills, because I thought, it would be too much, if I do that.
    I wanted to have first feedback on the skill changes, to be able to make if neccessary, appropriate changes on the rest of the concept to adapt it as needed.
    In FF14 it are the Traits and the Role SKills, which take influence on how a Job in this Game changes over time and progresses.
    My Ideas and inspirations come from my years of playing Guild Wars and especially Guild Wars 2 - not especially WoW, ive never ever played by now WoW at all!!

    However, I used my time since that posting to play the game more and especially to play it completely through to the very last quest, to realize, that way too much of this game is too hardcoded, to make the fundamental changes it would need to make this game actually alot better and more modern in the way where GW2 makes things better than FF14, without copying too much.
    But the point is, the way hiow FF14 is now, it also cant stay forever liek this with only DPS, Tank and Healer. This games design is way too much dependent on tanks and healers, while we have DPS in abundance, which makes it extremely difficult to find as DPS groups for content to lay, while if you play as tanks or healer, you find groups in no time, because everybody needs them and is dependent on them the most.
    Thats why i think, this game needs more roles, so that tanks and healers become lesser needed, because if you have a preventer, which can control the fight, so that you take lesser damage, then theres lesser need for heals.
    If you have a Supporter, that buffs the group so that it takes lesser damage, you might eventually not need a tank. Its naturally extremely a matter of skill design, traits, role skilsl, upgrades and so on that is all part of character progression, which needs extremly more depths in this game.

    Currently every job and character that shares the same job like your character, feels and plays exactly THE SAME. There is absolutely zero build diversity in this game sadly.
    The only thing that counts in this game is reaching as quickly as possible max level and endgame gear with the highest possible gear level full with meaningless boring max point materias and your ready to go and the very nrext other player thatd made a monk like you, is 100% the same like you, except maybe only the choice of used max stat materias in the gear that have nearly any measurable big difference between you and him/her, because therefore are the differences in stats way too tiny to see/feel a real difference in the game, like dealing significantly more frequently critical hits, or having significantly much more Health, or receiving significantly much lesser damage and so on.
    Skilsl are exactly the same, there exists unlike in GW2 absiolutely no way in FF14 to change how your skills work and what they do to have different playstyle builds

    The sad point is, even if FF14 would provide better and more depthful skills for better build diversity, it would cause massive problems in the combat design of this game with the boss fights, primaes, challenges ect., raids and so on, because all of these are hard coded designs with the point in mind, that all skills work always the same, that all jobs are always the same. So if this game woudl receive more build diversity, all of the bigger boss battles would need to get redesigned and rebalanced as well too
    Thats something I didn't have realized at the time, when I created this thread. my goal at this point was only, to make the monk more interestign and fun to play with these concepted skills and especially more depthful in design as a meele fighter, which can attune itself into the elements of nature fire, water, wind, earth and as neutral element steel (Metal) to change the gameplay of this job into one that has more harmony.

    Also my concept is insprited as some maybe will have recognized my japanese folclore mythology that peole might now from games and animes like Asuras Wrath, or Naruto, because everyone who has a monk, knows from the story quests, that the class is based on chakra of light and chakra of shadows (yin and yang, absolutely no coincedence there), I just call out here only, what surely everybody will think of the monk the very moment when you reach that point at their story quests and made it part of my concept what Id liek to see as their character prgression when Level 80 comes with new skills, making the chakra gameplay a much more vital and depthful part of the overall monk playstyle.

    However, as we all know by know, will 5.0 fuse now MP also together with TP, so my concept would have also to get reworked alone due to this, because I've written it down with the thought in mind, that the game keeps TP and MP being seperate ressources for the combat system and class design.
    (0)

  2. #2
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    424
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Dragoon Lv 71
    This is not "class redesign" but "game redesign"...

    I mean, seriously, they would need to rebuild the entire game for this sort of stuff.
    (0)

  3. #3
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Like said, the whole concept here has become meaningless, due to the point that

    1) Ive to completely overthink it now, that SE announced Shadowbringers and the changes that will come with the third expansion inevitably

    2) I made that concept up, when I had played the game basically through at around 2/3, after I was through with Heavensward and like haldway through Stormblood.
    At that point I hadn't realized yet, how extremely much of this game is basically hardcoded into the Story, into localized quests, into Raid Content and Challenges in regard of Combat Design mechanics.

    3 my original plan when I wrote this concept down was just only, how I thought that the Monk as a Class would make more fun, due to removing some obsolete and bad thouight out skills, replacing them with some new skilsl that would have more skill synergy in their rotation, and especially would fit better to the theme design of that class as a physical combateer which is able to attune itself to the four elements to improve this way its skilsl and change their effects based on which element their are attuned to, basically similarly to the Elementalist Gameplay of GW2.
    i thought, that Tackle Skill alone doing this is boring, so I added that elemental design concept to the Dragon Kick Skill, because i thought its a perfect candidate for exactly that theme plus addign as neutral elemental Metal (Steel) to it to round things up.

    Aside of that , as one can clearly see, was my personal strongest intention as part of a potential expansion coming soon, to add some new endgame content to the class by addign some new skilsl for the case level 80 comes as new max level, using them to make the whole yin &% yang theme of the monk more depthful and to give them a much more depthful chakra gameplay with the gates of Freedom, which is a pure mythological concept based on becoming in harmony with your body and mind (yin and yang), balancing out your chakra - in this case here now the 7 chakras of light, and the 7 chakras of shadow, which is why i mentioned it, that it is a complete design mistake, that Monks have in the UI design just only 5 chakras to fill up, and not 7 how it would be CORRECT from a game lore standpoint especially, if you look at that, using a color change then from white to black, signalizign this way to have activated all 14 chakras, which should give the class all some individual effects based on the gates of freedom concept of chakra, makign this way not only the whole class more fun and interestign to play, but also more accurate to lore and mythology.

    PS:


    However, writing down such concepts I'm doing just for fun and out of boredom XD
    Not that I'd expect ever anything of this to happen.
    But if one of the devs might use something of it as inspiration to improve the class, I'd lief if i'd say, that i'd not be honored a bit then

    I'm waiting now first on whatever SE makes for changes on the classes with Shadowbrigne,r and how exactly the removal of TP will play out on the overall designs of the classes and the combat system...

    Game Redesign is also important, to keep a game running, modern and up to date.
    if you want to see, how disastrous a game can end up, if things like that are not done every now and then and ignored for basically 6+ years, you just have to take a look onto GW2

    FF14 definetely has some extremely outdated game mechanics, which would be together at the class and combat design changes SE will need to do with Shadowbrigners by removing TP at a good time to rework them as well too, likje for example the extremely outdated Attribute Systerm, and the extremely outdated Materia System as part of character prpogression, but that are now completely different topics
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