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  1. #25
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Volgia View Post
    ¨

    I think it's hard because they have to rehaul their whole CORE system of things. To my mind and as an example:

    Healers don't get challenged in healing. I barely use my kit during dungeons, there's no damage triage for me to make decisions on who to heal during pulls, even in savage it's very situational when I have to focus my healing on a particular person (P8S purple circle thing comes to mind).

    Tanks don't get challenged in tanking, there's no aggro management in any of the normal content, and extreme and savage content have resorted to just tank swaps.

    There's no gameplay difference between casters, melees and ranged. Something like a Ninja should be able to do things like SCOUTING, Ranged should be able to trap (MCH/BRD) or Charm (DNC) CC things, Casters should be able to nuke things (BLM, PCT, SMN), other than their rotations/buffs their role in any given content remains the same.

    I generally agree that there would need to be not just 1 change but many, some substantial for sure.


    I don't think tank aggro is the biggest issue, for example id probably think of adding more consistent monsters that have quirks but generally maintain the mobs is still not that hard / annoying to control. Like those that just plainly ignore aggro mechanism, or like to use unavoidable skills on the non-primary, etc. To mix it up, but not so much making it so the 2.0 era of spaming aggro skills or everything turns into a circus.


    Healers have a problem... In short my thought is to parse down healing power, number of healing spells, and give each healer thematic support skills. Either offensive or defensive based on healer, both adding to damage and control. Like WHM focuses on ally targeting with buffs, heals, and no target / target of my target offensive skills. While Sage focuses on healing through the enemy, with most skills working on the target, much more kardia and offensive abilities as a whole.


    Depth in the others jobs agreed too. But to think of challenge I wouldn't expect these to change the success rate of the content much (like msq is still largely a join and win queue). Like I mentioned challenge being a resource, you might reallocate some of bullet hell into a few less hells but a couple more thoughtful mechanics. Or like how I explained tank aggro - I don't think we need 2.0 back but we do need diversity of activities.
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    Last edited by Shougun; 01-08-2025 at 01:41 AM.