Would it be possible if instead of deleting things, Square-Enix could enhance them?
I will provide a list of things that have been deleted, and possible alternative solutions instead of their deletion.
Here are a list of things simply deleted/discontinued.
Most recent:
Greased Lightning.
Main Story Quests. (A Realm Reborn)
Others:
TP (Battle points for Melee classes)
Point Allotment.
Cross Class actions.
Battle leves. (4.0+)
Unique Job Traits.
Old class/job actions.
There are others, but this thread isnt meant to touch on every single topic, but to bring up awareness, and try to possibly bring passion and creativity back into the development team.
Greased Lightning.
This is probably the most difficult, as everyone will want something different.
This proposed idea is not meant to be a "perfect example" or be an "actual suggestion" as to "how to fix monk" but to be as a representative how the team could approach monk to keep everything while making it more fun and engaging, than simply "deleting greased lightning" and making monk "more simple."
Jobs should be engaging and fun, unique and interesting. Not everything has to be so easy for a beginner, from the start of the game to the end of the game. I would think by time a player reaches the end of the game, the player has an understanding of more complex things, and should be challenged. A good game, has these elements, and has a good balance. Simply making everything basic, and trivial are not the workings of a world renowned RPG.
But Monk has a few key elements.
Fists of Earth/Wind/Fire,
Greased Lightning,
Forms, Opo-opo, Raptor, Coeurl.
My suggestion overall here, again is meant only to be a representation, not a "suggestion." The aim here, is to keep every action, make them all more purposeful, and give monk more "off global actions."
The way these work currently is Fists are mostly useless, Greased Lightning is being deleted so I assume the complaints here are "its hard to maintain" and the forms are being changed so I assume this is "boring."
My enhancing solution instead of deletion is to tie them together.
Create the action:
Elemental Fists.
Gained at level 15 (Instead of/in conjunction with fists of earth.)
Cooldown 20 or 30 seconds.
Elemental Fists changes element based upon your current form.
Opo-Opo = Earth
Raptor = Fire
Coeurl = Wind
This action combines the Fists of Fire/Wind/Earth actions into a single action, and can be executed only based on your current form. Each form grants a different "buff."
Now for Greased Lightning.
Monk will function similarly here, as to how it would without greased lightning. Its base damage and speed will be enhanced by traits, but instead of deleting greased lightning, it is worked into Elemental fists, and form shift.
Upon gaining greased lightning stacks the player gains access to greater Elemental Fists buffs.
Stacks of Greased Lightning 1, 2, and 3 respectively.
Elemental Fists:
Earth
GL1
-Reduces damage taken by 5% for 10 seconds.
GL2
-Reduces damage taken by 10% for 10 seconds.
GL3
-Reduces damage taken by 15% for 10 seconds. Resets Mantra Recast timer.
Wind
GL1
-Reduces Action recast time by the normal amount GL1 would.
GL2
-Same as above, but for GL2
GL3
-Same as above, but for GL3, Resets Tornado Kick recast timer.
Fire
GL1
-Increases damage dealt by 5% for 10 seconds.
GL2
-Increases damage dealt by 10% for 10 seconds
GL3
-Increases damage dealt by 15% for 10 seconds. Resets Riddle of Fire recast timer.
Form Shift would now instead reset the recast timer of Elemental Fists and would have a longer cooldown in accordance with balance.
Main Story quests:
Instead of deleting quests, Square-Enix could have made them worth while, or created cutscenes to supplement the quests, cutscenes would have been a much greater choice here.
On top of this, Square-Enix could have utilized their "Normal, Easy, Very Easy" options to quest battles, and added a "Hard" version, that players could change the setting to at the start of the game, or add a setting to the menu. This would have been perfect for New Game+
I even venture to say they could even add a Hard, and Very Hard option.
TP (For melee battle classes)
Instead of outright deleting TP, Square-Enix could have made the system better. Instead of needing TP to execute actions, TP could have started at 0 again, and the more TP a player had, the faster a certain actions recast timer would reset, or the greater damage a specified action could deal.
I would then venture to say all classes and jobs could benefit from this mechanic, and would make battle much more engaging, and thoughtful.
Point Allotment:
Instead of simply deleting point allotments. Points could be attributed to subsidiary numbers, such as criticial hit, skill speed, determination. This way players could have greater choice in reaching a very specific skill speed number with a certain gear set build. Or other creative combinations.
They also could have other subsidiary traits returned, such as parry, block rates, evasion, that could be utilized for progression or other creative reasons.
Cross Class actions:
Instead of simply deleting cross class actions, this system could be specific to classes (not job) and low level combat would be much less boring.
They could even venture to go further and add an action for low level combat.
"Tactical Attack"
Would be a level 1 or level 2 off global action with a short recast timer and possibly charges. This would teach the player early on about utilizing their "off globals" between their "global attacks" as well as enhance low level combat.
Battle Leves:
Instead of simply discontinuing battle leves, and then creating synced side quests, they could have combined these two ideas, and given players greater and additional options to leveling multiple classes. I'm sorry but it is not fun, running the same dungeon over and over, for multiple classes. Its good to sometimes break up the repetition.
Also, I think I calculated one time, that to gain one level, a player would need to complete like 150 side quests just to level up? Maybe cut back on the amount of side quests, and create more worthwhile and engaging ones? Certainly this cant be too difficult to achieve. No one is going to want to do 150 quests just to gain one level, especially if those quests have no other impact except to mostly gain exp, or learn about the local plant life.
Unique Job Traits:
Instead of simply discontinuing unique job traits after level 50, such as Mug for Rouge/Ninja, and Ninja's movement speeds, this idea I feel should be taken, and run with. Make all jobs have unique traits such as these, and as you level, enhance their function. Rouge/Ninja, should have a 80-90% success rate with Mug at level 80. Thats my opinion anyway.
Old Class/Job actions:
Instead of deleting actions, and effectively "killing" jobs for certain people, even so much that the player is likely even to quit, (which I in fact have seen happen numerous times now) Combine actions.
Have actions work in unison, such as instead of deleting shadow flare from SCH, add it to Sacred Soil. Utilize the "enhancing" traits more such as Inner Beast > Fell Cleave, or Jump > High Jump.
There are many many things Square-Enix could do, if a little more thought and passion for FFXIV was put into choices. I understand "just delete it" is an easy and simple response, but I feel this waters down the experience, and drives players away.
I think I can honestly say, more players have quit FFXIV because content feels meaningless, and choices are unimpactful more than players looking at how many quests they have to do to complete the main story.
If the quests felt more worthwhile and battle, and choices, felt impactful, I feel there would be fewer complaints.