What I expect from 5.0 combat....
I expect things to get simpler. A breath of fresh air. With the removal of TP, combining of certain skills, discarding of others and hopefully a complete axe to role abilities... that's what I hope for. The games 17 classes have gotten so disastrously tangled by new ideas, 1.0/2.0 hold-overs, MMO staples, expansion skills and a generally inflexible battle system that they have to hit a reset button somehow.
FFXIV brought over an entire truckload of absolute garbage from 1.0 that doesn't work with how they currently design content but they're forced to account for it.
FFXIV still has Crowd Control skills. Full Stop. Think about that for a second.
When was the last time you even imagined, outside of PVP, "Hey, Binding or Sleeping that set of mobs would really help my party out" NOT EVER! It's absolutely laughable. The mobs in this game are so pathetically easy they might as well be training dummies. You want to revitalize the combat system and make it interesting? Make everything hit you like an absolute UNIT; bosses included. I should be scared to even leave the city without a buddy to back me up. Crowd Control should be my best friend not a hangnail that you're too afraid to rip off.
But it's not part of their PVE combat design. Sleeping, stunning, silencing, binding a boss is not a thing, unless SE arbitrarily decides it should be a thing for that one fight. And these days, they might as well just make it a Quick Time Event built into the fight. Just move it all to PvP...
1.0 multi-classing became cross classing, became role actions which is now "We hate this and can't handle this many variables." (How the hell was making Esuna an optional skill signed off on as a good idea?)
Iunno. More than anything they need to clean out the combat system and have a clear, strong vision of how each class should work INCLUDING how it should grow going forward. Hard to do with 17 classes... especially when you have a sack of garbage you're hauling because Grandma said she'll haunt you if you get rid of it.
Side note: You know what I think would be healthy for the game? Designing fights/content with multiple solutions. Right now everything is choreographed for one, UNT PRECIZELY VON, solution. Why not create multiple ways to tackle a mechanic? Would make it a lot more interesting...

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