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  1. #11
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    To answer in this post some above questions seperately @ Legion:

    1) My idea was with giving this game "Sub Roles", that you queue for the role, that is your Main Role, but your Sub Role just gives you more options to individualize your playstle and your build individuality and diversity in this game, so that you could help out that way passively those players that are your Sub Role as main Role in your own unique way

    Example: MNK as a DD/H would help passively healing either himself or other party members, through dealing damage, ,or helping their party members to get help, by lettign them deal damage via effects, that leech/drain health from their attacked targets, or lettign thenm receive partially health from the damage that you deal to your target.
    Why should this game provide only active healing from a main heale,r if all other classes could have their very own ways with that they can help eventually also healing other party members??
    Examples for my concept are these skills I listed up above:

    - The already existing Mantra (my renamed Mantra of Harmony to symbolize the hamony of the skill based on which element is active), boosts up gained Healings, makes them more effective by 20%
    - On Steel the Mantra (Element Neutral) it makes you and nearby allies more resistant to negative conditions, so that they end quicker and you are less likely to get them from enemy attacks that can cause them.
    - Mantra of Purification, which heals allies if they enter its area of effect, letting you have a heasl, that requires positioning to receive its effect, removing conditions and grantign TP (but under 5.0 then MP)
    - Celestial Hands, healing your allies with small portions of your dealt damage to the target.

    I gave the concept not many healign skills, because the main focus of the monk as DD/H is stil lto deal damage, but I wanted to give the concept also some imprvements for traits and role skills so that a Monk as DDH would be able to full its job as offensive passive healer and supports the party through his mantras

    2) Your right with this, at that time I wrote the concept, I hadn't seen, that there exists also Water in itself as element, that it rather has the typical classic fire, lightning, ice triangle that FF did earlier, than the different elemental system that the later FF's brought by finally making Water an own element.

    3) Dragon Kick is in itself its Neutral Element, didn't want to rename it extra for that to Steel Dragon Kick, but Ive said that also in the skill description, that Dragon Kikc will be in itself the neutral form.

    4) See above, not many, but I did put some in, like said, the idea of mine was more to put the stronger healing part rather into the traits and role skills later in the concept to keep the Monk's main focus on dealing dps, healing should be only its little passive side role to passively reduce a bit the healing that the main healer has to do

    5) An explanation of the new chakra system. very simple. The name of chakras gets fixed from 5 to 7, thats the first important point to fixe the gameplay based on the monk lore i nthe gaame, because the monk has 7 chakras of light and 7 chakras of shadow. not only 5 chakras like the UI shows us only.
    The fixed Ui should show 7 chakras of light and the moment we use the Skill Yin &% yang, the UI should change its color, to show us, that the 7 chakras of shadow are active then too, by changing the color from white to black.
    under the current system getting 5 chakras is a matter of basically 5 seconds. Under my concept should gaining 7 chakras take with each gained chakra longe,r because now you gain with each activated chakra also a positive useful effect!!
    under the currenrt design is the chakra system nothing else but just a boring mechanic just to perform once every few seconds a single attack skill , which can deal only damage to 1 target and isn#t even the most powerful attack of the monk, because Tornado Kick is alot more powerful, than forbidden chakra, especially under brotherhood and ridle of fire boosted up in attack power can you deal easily with criticals up to like 25k+ damage with tornado kicks, that require only 3 greased lightnings, which can be received if under "Perfect Balance" in 3 seconds, while a forbidden chakra attack barely even reaches the damage, that you can deal with a Tornado Kick.
    My reconcepted version just makes the whole chakra system of the monk more meaningful and adds mythological depth to it, while its current form is just meaningless crap that exists only just to deal every 5 seconds 1 attack. Thats pointless. if you make a monk job, and give something to it, like Chakra and a kind of yin &% yang chakra theme in its story, then it should refect that theme also back onto its gameplay and that does it do under my concept form.

    6) You repeat yourself in this point, but like mentioned, the plan was to give it the "healy" stuff within the traits sand role skilsl that I haven't written down here yet.

    7) will come, with all the new expressions, experience, and wisdom I gained over the game and the knowledge now, that Shadowbringers is on the way, that will shake up a bit the combat system, I have to completely overwork my partial concept here anyways and when I do that, I'll add next time also traits and the rest of it, that makes a monk a monk in this game, together with some yet unmentioned ideas how id like to see this game's class and progression mechanics getting improved

    8) And yet they already have exactly this in the combat skills by using the Earthen Shoulder Tackle, you are able to push your enemies away from you (not all naturally, some are resistant on cc). All i did in my concept here was to give them a second skill by adding this effect to the wanted "Earth Dragon Kick", that if you perform that kick while being under earth element attuned, that the kicl will launch then foes away from you as well too, exactly like the earth attuned shoulder tackle does. So your last point is moot, monks can already do this!
    (0)

  2. #12
    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. #13
    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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