The easiest ways to pull off these "intrinsic" (as opposed to "arbitrary") combos would be to give each a position each on a couple spectrums that naturally necessitate some interaction.
Let's spitball one such spectrum -- Pierce.
Context 1:
- Enemies now have Defense. This is both a way to increase depth of gameplay through new playflow concerns and to squish exponentially escalating damage values without reducing the relative value of each further gear (item level) step.
- A player's nominal Accuracy is now called "Precision". This is important for delineations below.
- Note: Accuracy still is not a gearable or visible stat. It remains a hidden stat determined only by player level. The only changes here are that certain abilities or procs, like Hawkeye, Straighter Shot, or Lance Charge, may provide increased Accuracy, while enemy base Evasion (see below) may vary, thus offering a wider spread of viable ability choices in varying situations.
- Certain modes of mitigation (such as Dodge, Parry, and Block, in descending significance) now reduce enemy accuracy. This penalty to enemy accuracy is called Evasion. The term Accuracy now refers to Precision (the attacker's nominal accuracy) minus the enemy's Evasion. Precision - Evasion = Accuracy. Thus, Accuracy remains the final, encompassing term. E.g. Heavensward-era Hawkeye would give perfect precision, while ARR's Perfect Dodge would give perfect evasion, such that +100% Precision - +100% Evasion = normal damage.
- Accuracy now affects damage in a granular manner. 100% deals damage as normal, but with the added layer of enemy Defense. Accuracy in excess of 100% proportionately decreases the effect of enemy Defense. Accuracy less than 100% proportionately reduces enemy raw damage. Thus, the most an attacker can be rewarded with is to ignore all their opponent's Defense (at most a mere 40% damage bonus against a typical mob) while the most a defender can be rewarded with is to ignore the attacker's entire attack, dodging it fully.
- Combo steps are still rewarded at 50% or more damage dealt (attacker accuracy > 50%), while Parry/Block/Dodge procs are still generated if 50% or more of their mitigation is applied (attacker accuracy <150%). Obviously, the difference in damage between 0 and 100% is greater than between 100 and 200%, but that is intentional.
- The standard deviation of damage (whereby every attack deals +/- 5% damage) has been replaced by a standard deviation in Accuracy. This functions almost identically, but removes one additional and otherwise disparate calculation step.
Context 2:
- The GCD/oGCD system has been repalced with the Stamina system, with three significant net benefits:
- The Stamina system allows more flexibility in rotation and activity.
While average APM at optimal play will be nearly identical between the GCD system and the Stamina system, the Stamina system allows for more banking and bursting of action, which better allows players to meet tight windows, to respond to newly manipulable situations and interactions, to vary their rotational play in ways that would otherwise depend upon strict breakpoints in Skill Speed or Spell Speed, and better make use of forced downtime.
That is not to say gameplay will suddenly become hectic or hard to time into muscle memory. Throughput stats increase with % Stamina while Stamina costs decrease with % Stamina missing. This means that players are encouraged to play near peak Stamina, but may burst activity at low cost and can never actually starve themselves of Stamina and thereby be forcibly slowed. As, with few exceptions, Stamina costs closely match animation times, this allows for a feedback loop easily attachable to muscle memory; it just requires the player to look at their character and their animations rather than at their hotbars and its spinning GCD wheel.
- The Stamina system allows more flexibility in casting and movement between casts.
The stamina system is paired with two others. One of these is Generative Potency, a system which causes skills and spells to generate their potency over the course of their animation or cast. The latter is relevant here in that casts may now be 'rushed', dealing effect proportionate to their percent cast time but consuming their full Stamina cost. This ability to 'rush' spells gives strong flexibility, especially in the context of utility functions by allowing players to more precisely inflict what and only what effect they need as to minimize uptime costs where unnecessary. Finally, Stamina costs, when 'rushed' spells are made frequent use of, encourage periods of downtime movement by recovering Stamina (which in turn recovers %Damage) over said downtime.
Proper cast completion is still rewarded, of course, but game design no longer has to play so tightly around common global recast intervals and their multiples, prefacing gameplay instead around a new sort of genre of caster with far greater manipulation of their movement, which in turn allows for further freedom in fight design enjoyable by all jobs. And as a byproduct, Generative Potency also offers a further host of nuance and quality of life improvements to casters.
- The Stamina system allows for far greater interaction with enemies.
There two parts to this: (1) Stamina is lost upon damage taken, and (2) just as players use Stamina, so, too, do enemy mobs.
Enemies may be beaten into exhaustion or -- paired with deepened AI -- be baited into exhausting themselves, while enemy attacks likewise become increasingly dangerous to tanks as their Stamina depletes. In the latter case, it's worth noting that while Stamina costs decrease with % missing Stamina, and tanks -- taking less damage generally -- lose less Stamina than most, damage can reduce Stamina far lower than burst activity, and --just as importantly-- throughput stats do include those responsible for Attack Power and Precision, both of which will now play a huge part in mitigation. This makes damage a vital part of the game of survival. No longer do tanks "meat-shield" enemy attacks. Though the tanks are obviously still the most central to it, proper "tanking" revolves instead around deception and counter-play, at a party-wide level, while damage in turn is capable of suppressing key enemies or both creating and exploiting weaknesses among them. Though gameplay has given far, far more tools by which to allow skillful party coordination, the need has increased in almost as great a proportion. Hit-and-run tactics, kiting, focused burns, pincers -- all of these and so much more come into significant use with these changes.
The Mechanic Itself: Pierce
Now, all that, of course, would be just a beginning. It's literally one additional effect or element mentioned in a tooltip. But now it involves so much more that's all hugely manipulable, offering huge room for tactics and often even strategy.[Note edited for clarity] Pierce determines the steepness of the Accuracy-Damage curve, i.e. how far damage and defense-penetration can vary when going from 0% to 200% Accuracy. Positive piece means the domain has tightened; it takes less than +/- 100% Accuracy, starting from the center of 100%, to reach +/- 100% Damage or Defense. When it's negative (called Spread), it means that neither a full miss nor full defense-penetration is possible. Pierce 50, for instance, would mean that you already miss at anything less than 50% Accuracy and already fully penetrate enemy defenses at just 150% Accuracy. Spread-50 would mean that even at 0% Accuracy, you'd still do 50% damage, but even at 200% Accuracy, you'd only penetrate 50% of the enemy's defense. Thus, Pierce and Spread become a matter of risk-reward mitigation/exploitation. Pierce-75, for instance, will penetrate all enemy Defense with just an Accuracy of 125%, but would also miss entirely with an Accuracy of 75%. Thus, it is most useful when an enemy has set itself up as to be unable to dodge or has become exhausted. A skill with high Spread, on the other hand, could allow you to recoup some damage potential after being completely Blinded. Spread Shot enough and you're bound to hit something (making it pretty situationally useful so long as friendly fire doesn't exist...).
So let's apply this mechanic to two skills: Between the Eyes (MCH), a former PvP skill whose name fits well for how we'll use it below, and Disembowel (DRG), which has a rather unique animation that should offer a good segue to another concept (though one that comes largely free, consequent to the above Accuracy stuff).
Between the Eyes in generally considered an execution skill. You either weary the enemy until its stats are so low it can't possibly contribute significant any net Evasion (a resultant Accuracy of less than 100), so you only have your bonus damage to think about, or you stun it and immediately blast it, to nearly the same effect.
Now, let's say we make more use of our more peculiar animations. Disembowel is more of a 'hybrid' skill; it includes in its animation a sort of forced parry and counterattack, and this sees use in its new effects. For just as an attack has Precision, Evasion within a counterattack not only affects the incoming attack, but also the counterattack's own Precision. In short, the more damage you avoided as a result of Disembowel's Evasion, the more damage Disembowel itself would do.
:: Simply put, we can take that simple underlying mechanic, Accuracy, and draw another mechanic from it (counter-attacks) with ease. Take that meme of, "Don't dodge, just Midare (the animation may go off, but they'll die before the damage can trigger)," and milk it for all its worth. You could then take that further to give obvious reason to use skills with such chunky animations as Power Slash, bringing them back into the arsenal of animations (and matching effects) available to players.
Meanwhile, both Disembowel and Between the Eyes could be horrible choices against a highly-evasive opponent, such that would be better served by using Grenado Shot, Spread Shot, or Split Shot, at ascending risk vs. reward, or Chaos Thrust, Sonic Thrust, Wheeling Thrust, Vorpal Thrust/Fang and Claw, or True Thrust/Full Thrust, again at ascending risk vs. reward.
You can have strong but inaccurate skills, weaker but more accurate skills, and any manner of precise skills (a further advantage when advantaged, and a further disadvantage when disadvantaged), which would fit right in alongside manipulations of enemies and the idea of risk from enemy attacks (including their strong ones that you could usually evade, but not when already exhausted).
How do we deal with this pack of three charging armored lizardkin? We've got a shit party of a WHM, two PLDs, two DRGs, a Bard, a Ninja, and a Machinist. Let them bleed us, getting them worked into a frenzy from bloodlust aggravated by Foe Requiem, get the healer to undo their work all at once so they all -- incredibly pissed -- focus on him, then put a tank wall and our two DRGs in the way at the last second, deflect two and impale the third, and finish him off with our NIN and MCH while he's still stuck there. Now, does that all come down to Accuracy, Stamina, and Pierce? No. But what you'd see on your tooltips would be that last bit, and its gameplay transects the way all interactions would now work (Accuracy) and the core basis of gameplay pace (Stamina), such that its exploitation ends up very, very satisfying.
Add to this a further system within AI, like "Focus", and a Armor-break system (let's just call it "Break") and you can give each skill a place that is created by its surrounding skills and situations. Disembowel doesn't need to arbitrarily nested between True Thrust and Chaos Thrust (accessed, really, only to do the CT-WT-F&C line as a whole); it can have things that inherently feed into and from it, and multiple of them at that.
Why? You still can't meld Accuracy and you still have the same base Accuracy as since Stormblood. There is absolutely nothing here about making Accuracy a stat again. You're writing in your own fear into something irrelevant to it.
The suggestion only asks that there should be interaction between skills that goes beyond merely sequencing them into rigid combos, i.e. you just have some riskier skills (ones which require more setup and are therefore more rarely used) and some less risky skills (ones which are more frequently usable, including to set up those riskier skills), and everything above, beyond, beside, and between.
1. I've never asked that Accuracy return as a visible stat. And let's keep in mind here, Accuracy still is a stat in game, even now. It's just hidden and adjusted solely by one's job level, and interacts with enemies' similarly hidden Evasion (or whatever we call negative Accuracy) level. Neither Accuracy nor Evasion would be new additions; they are used presently. I merely threw out a spitball mechanic that would require simply that Accuracy and its interactions would have granular, rather than bimodal, effects.However, that's not the only thing that's odd about your post. You are implying that accuracy is a stat/we should have a stat that affects the chance to be hit by an attack. The problem is, every cooldown that's done that in FFXIV's history has either had a major flaw (perfect dodge either always worked or never worked and it was all dependant on what kind of damage it was) or were never used because the community favored consistent and reliable cooldowns (Anticipation, Featherfoot, Dark Dance, Bulwark). So you're just asking for something people disliked to come back.
2. So, we didn't like when dodge was bimodal so we therefore must hate when dodge applies percentile mitigation. How does that work exactly?
It is, as stated, a spitball example of how a single point on a spectral mechanic (one with a granular range, such as from 0 to 100) can integrally involve a tremendous amount of gameplay. It is merely example. It is not suggestion.Is this... TP again? Oh wait, no GCD or oGCD? Wait, are you suggesting they take apart this whole game just for this? The game is already a mess in terms of coding as it is.
You have domain Accuracy and range Damage. X, Y. Normally, X=Y; when Accuracy = 100%, Damage = 100% and Defense = 100%. When Accuracy = 0%, Damage = 0% and Defense remains capped at 100%. When Accuracy = 200%, Defense = 0% and Damage remains capped at 100%. It is not an attack. It is not a status. It is not a stat. It is a function, just like damage itself, which computes from a universal scalar, Attack Power or Spell Power, and Weapon Damage. Inputs go in; outputs come out. That's it. In total, it would require no further computational step than we have now, seeing as we still roll for hit/miss with every attack (that has not gone away -- it's merely become superfluous except vs. mobs of 3+ higher levels than us) and damage would no longer have a separate standard deviation roll.This is the reason I wanted to respond to this post. What does this mean? Like... Is this an attack? Is this a status? Is this a stat? You've not made this clear. You've only said it's "a mechanic" and then went on to completely reconstruct a completely new system that isn't explained very well and just, to me, word spaghetti and using big words to sound technical without really saying much.
By default, the slope is 1, as above. "Pierce", here, is anything which increases that slope. Let's take a slope of... 2, for example. At a slope of 2, it takes only 50% Accuracy to reach 0% Damage and 150% Accuracy to reach 0% Defense. You had a 1:1 curve. It becomes a 2:1 curve. (In the random example above, Pierce-75 would be a 4:1 curve, since 100% of the range occurs over 25% of the domain, having 'pierced' 75% of Accuracy's domain.)
Disembowel is a powerless double-strike that gets converted into a parry before spinning beneath into a strong underthrust. The only idea here is that whatever an animation appears to do, it should make use of. That's not to say that if something includes some situational component, it should only ever see use in that niche situation, but it should be worth noting. It seemed a decent example of how one could easily create a second meaningful mechanic (counters) directly off the back of another (Accuracy). That's all it was meant for.what? uh... I don't think I understand. Like, what do you mean "forced parry counterattack." Do you mean if a Dragoon parries they'll automatically do it?
Read what you're quoting. It specifically said for someone not new to the game -- a veteran or someone already invested in the style of play of the game -- but simply playing some new facet of it (e.g. leveling a second or further job or role in XIV). If the "depth" of a system is almost solely a matter of picking up its idiosyncrasies (animation/duration detachment, server tick manipulation, early/late weaves) and therefore only really lasts until you get familiar with the non-intuitive parts of the game, rather than feeling relatively fresh or compelling with each new job due to distinct interactions with the game's underlying mechanics, it's lacking."if the combat system doesn't engage new players" DOES NOT MEAN IT SHOULD BE MORE DEEP.
I've said absolutely nothing about trying to attract new players to a game style by changing the game style or at the expense of those who already like it. I've also suggested nothing for the game itself. I only gave one spitball example of how a two words in a tooltip could be some 20 times more meaningful to gameplay than all that bloated text we spend on Earthen Star combined if there were just some further undermechanical depth to support ability interactions.
I've not said that something being unfun is due always to its lack of depth, but simply that deep undermechanics can make what would appear to a player very simple additions to complexity have vastly more room for player engagement.
Rather than relying on unintuitive or clumsy systems to pretend at complexity through bloated or outright wrong tooltips, hidden stat effects, awkwardly uneven growth curves, arbitrary cast-to-damage times, strange timing idiosyncrasies, and the like, I'd rather see something simple, be able to easily engage with it, and for it to have enough going on -- intuitively -- underneath it to keep me invested for far longer.
I have yet to suggest a single one of them. You have, pretending that they somehow had anything to do with my post. I have not.and please stop trying to suggest features we just removed that people didn't like
Again, try reading things without writing your own fears into them (accuracy as a stat, despite my being clear that it wouldn't be, or accuracy as a hit/miss system, when the entire point was in making it no longer a hit/miss system) or strawmanning the content into something that connects only through what you, yourself, have written into the idea (i.e. skills that would require more setup and interaction from other skills must be "like BLU" (RNG), despite their being precisely no RNG in the accuracy system I suggested save the +/-5% standard deviation we already apply to damage).
Less strawman. More reading comprehension. There, my first actual suggestion for you or anyone else on the thread. (As opposed to, again, a spitball theoretical elaboration of how what is seemingly more simple can do far more.)