Quote Originally Posted by Lyth View Post
As far as mixing potions go, there are two ways that you could do it. The first is that Mudra concept where you pick a combination of ingredients to get a particular result. The other, more organic option would be to use ground effects. Lob an X-potion at the tank. While they're sitting in a pile of healing goo, watching their health tick back up, you can toss a second potion at that puddle which combines with the first to create a new effect. You could just as easily do poisonous effects that harm opponents in similar ways. You could even introduce in something like FFXII's Nihopalaoa to produce a reversal effect on enemies.
This job fantasy is much more appealing and logical to me than the dancer idea other people seem to be loving.

I especially love the idea of combining effects. The way I'd like to see it is similar to how you describe and kinda how things work in mass effect and more recently Anthem (with more depth than those). Some actions should 'prime' allies and foes with a DoT, HoT, buff or debuff, and then other abilities could 'detonate' them for a more instantaneous effect.

E.g: you throw an oily mixture which coats enemies slowing their movement by 20%, oiled enemies become flammable and can be ignited with alchemists fire.

or a healing variant: you release restorative vapours in the targeted area healing allies for X over Y seconds for all allies that inhale the vapours. Another ability could consume the HoTs from nearby allies to heal a single target for a larger amount.

etc etc. I'm sure the team could come up with a more robust and interesting set of interactions than my 5 minute brainstorming lol.

I find it amusing that for all of the new job speculation where people are discussing potential mechanics the perfect example is always "like ninja mudra!"
Gunbreaker? give it ninja mudra!
Dancer? GIVE IT NINJA MUDRAAAAAA