Quote Originally Posted by Fiosha_Maureiba View Post
tldr: I'm harkening back toward the concepts around FFXIV launch. Some blending in with job system.

[Look up for middle. I don't like quoting large blocks.]

Though not quite what the OP is asking for, I think this would have allowed for some "individualization".

Granted, I think only the players seeking maximized performance across multiple jobs would have been impacted most by this style. Where the auto is meant as a deterrent for players overwhelmed by the question "What is good for me? I just want to heal you (in my underwear and not die)."
I thought it'd be basically the same as you stated, however, my mind somehow made the jump ahead that these stats would be overlaid with something along the lines of passive "Techniques," which would be how stats would actually transform into quantified effects.

For example, depending on their Technique (think Stance if that's what you normally go by), a Pugilist could be additionally using their Strength for defense against a locked-on opponent by making blocks usable with defense based on their gloves, and Dexterity is swapped out from dodge against multiple opponents to critical dodge against the locked and additional accuracy and slight attack power bonuses also against the locked opponent [imagine a tight, fists-high stance].

If there were to be any relationship between techniques and elements, the modifier for Dexterity as additional accuracy would come from Thunder, damage from Fire, critical defense from Wind, and Strength as defense from Earth, using 4 in total, which I imagine would be a pretty common maximum (3 being about average).

Taking this elaborate pre-game dream one step further, I assumed there'd also be Mindsets, which are essentially what calculates how you gain TP. For example, lets say we have a Mindset called Momentum for a Lancer, paired with some sort of Strength as range increase, Dex as movement increase technique (The Charge). I'd be gaining damage based on movement speed coming into the attack, and tp for the attack bonus conserved in addition to normal damage-to-tp gains.

So that would probably make me a Dexterity-high, Air-high Lancer who kites the battlefield skewering through shit. I'd probably pair this with a Scout Mindset if the class was implemented (Decoy), to take full advantage of when I come out of a line of attack.

Ahh... good... thought-... times. o.O