Most combat encounters in FFXIV contain what I would call 'avoidable mechanics', the current design of which tends to be high damage - including many potential 1-shots - and Vulnerability stacks (i.e. taking increased damage until eventually you die).
While this design worked OK in the early days of FFXIV, it is long outdated, and honestly now feels at odds with the rest of the game (especially in EW). The most notable issues include:This has several implications:
- The responsibility falls heavily on Healers to cover, and recover from, other players mistakes.
- Individual mechanics are often not a punishment (except maybe to the Healers); i.e. The player hit suffers little interruption or ill-effect and is simply healed.
- A large punishment is given to the player (and again the Healers) after multiples failures; i.e. death.
- For all content: The frequency and potency of unavoidable outgoing damage must be limited due to the (potentially impossible) pressure it would put on Healers.
- For 'roulette' content: It is often not fun for new players to get repeatedly 1-shot and spend a significant part of an encounter on the ground... which also limits their ability to learn the fight.
- For 'savage' content: Most mechanics must be deadly (to avoid 'cheesing'), which helps enforce a RDM / SNM meta for progression - due to the extra availability of recovery (i.e. raise) - yet, these classes are then less desirable for 'farming' due to lower DPS... unless Raise isn't factored into balancing, in which case R.I.P. BLM (and other DPS); i.e. impossible class balance.
With FFXIVs class design and general philosophy having moved on significantly from launch, it is long past time that mechanic (and encounter) design was updated to match. Thus, I propose an updated design focused on allowing players to spend more time having fun and learning encounters and less time dead:
- Instead of 'avoidable mechanics' being the majority of outgoing damage, most mechanics would do only a small amount of damage (0-20% of HP) and have a small, but noticeable, 'punishment' effect. These effects would not be removable (i.e. via Esuna), would not have diminishing returns, and multiple hits would refresh the duration. Such effects could include:
- A sort duration 'stun'; including Stun, Knock-Up, Freeze, Petrify, Stop, etc.
- Mind Control; e.g. Forward March
- Knock-Back
- Slow
- Ability Lock; i.e. PoTD style 'Abilities not available'
- Other creative things... e.g. Weapon Drop - moderate duration Silence / Pacify, interact with your dropped weapon to remove.
- Each mechanic would also apply a stacking Damage Down debuff. Again, non-removable (even via death), no diminishing returns, and additional hits extend the duration. To keep things sane, different content types would have different limits, for example:
- Dungeons: +10% per stack, +20s per hit, max 2 stacks, max 1 minute duration.
- Alliance Raids: +10% per stack, +30s per hit, max 3 stacks, max 2 minute duration.
- Normal Trails / Raids: +10% per stack, +30s per hit, max 4 stacks, max 3 minute duration.
- Extreme / Savage: +15% per stack, 45s per hit, max 6 stacks, max 10 minute duration.
The benefits of such a design (compared to the current design) would be:
- The punishment, and responsibility, falls on the player who made the mistake.
- Individual mechanics are always noticeable and thus more of a learning experience.
- Less death, and time spent dead, especially for new players, allowing more opportunity to play and learn new encounters.
- Allows far more unavoidable outgoing damage, keeping Healers entertained by healing, even in good groups.
- Adjustable per content level; currently, (AFAIK) Res Sickness and Vuln stacks are not.
- Allows old content to maintain meaningful mechanics - general HP and outgoing damage can be lowered to make things easier (if desired) instead of mechanics having to be (essentially) removed.
- The fastest clears will always be those that do mechanics!
Note: The new design would not preclude the potential to have mechanics that do large amounts of damage, or apply Vulnerability stacks... they would just no longer be the default (and ideally would be well telegraphed, or have a long build-up).