they certainly need more staff. Especially the job team
-The current team is spread far too thin and that's without taking into account the lack of care and understanding given to tanks and especially healers or the blatant bias towards dps. Minimum one person for each role and each role needs to be headed by someone who mains that role and is responsible for taking and responding to feedback.
-Jobs also need a complete 180 in the dumbing down and homogenising to be instead focused on unique playstyles with varying levels of skill floors, but all jobs must have high ceiling gameplay increased depth
-if possible return of cross class or some other system to customise the job to the player's preference.
-levelling kits need looking at. Gain new actions and traits following the job quests as originally intended. This would also solve 2 problems in 1. Missing rewards from the job quests and backended levelling kits when they need to be front loaded.
-An end to this "It will make a good base for the future" style of job design. Jobs should feel complete and fulfilling to play every expansion
-Resource management jobs. Not everyone enjoys builder/spender rotations but thats all we have nowadays.
Content schedule needs to be looked at. Relic weapons need to start at the same time as savage raiding since there is no long term battle content if you can't or won't do that for whatever your reasons. Weapons should not take 7 weeks to be gained when most players have more than one job. Additionally jobs should not have to suffer 2 years for major fixes. There should be adjustments at the 1 year mark for outstanding qol issues. Not saved up for an expansion to score PR points.
Finally all tokens should be able to be exchanged for glamour or other tokens when the content is no longer relevant. For example 4 ridorina tokens gets you a hat from the raid. 8 alex shafts can be exchanged for an alex 4 book
Battle design needs a hard look. Across the board we need more unavoidable damage so healers matter and tanks actually need to tank more than just pressing a mitigation every 90s for a tank buster. Big potency jumps that tend to occur each expansion only begin at level caps+1 to preserve the challenge of older content. Ilvl caps need lowering on some content.
Eg heavensward potency boosts start at level 51
Dungeons need a serious shake up. 3 trash packs then boss repeated endlessly is bad, stale design with worthwhile rewards for side paths. This was the reason nobody did the side paths in 2.0- there was no reward for doing so.
finally whatever exploratory content they have make those new actions, buffs whatever permanent not consumable


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