It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
I find it funny how Geomancer and Chemist are included as phantom jobs. Hopefully for the most part, all phantom jobs rely on knowledge level and not consumables.
I would actually prefer they stick with consumables (like say charges of your phantom actions that require a consumable to recharge similar to RuneScapes armour degradation system)
Reason being if you think about the content design of Bozja there is a huge amount of auxiliary content and demand driven by the fact that lost actions are limited. Cluster farms, star mobs, sprite reflection, desire to save prisoners in CLL, doing dal at all. All are driven by desire to gain more fragments to either use or sell. If the actions were permanent unlock you only need to get once then basically all of bozja’s auxiliary systems besides the core skirmish->CE->duel would fall away and make the experience way worse
They might be able to get away with runescape’s bronzeman/ironman system if they wanted them to be permanent unlocks. Basically they are permanent but YOU have to get them yourself and they have complex unlock systems (like say to unlock phantom WHM ultimate action you need to level phantom SCH, AST, GEO, SGE, CHM and BRD to at least level 15) but even that encourages the “solo-ation” of an MMO like RuneScapes Ironman system does
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
If they weren't 99 casts per consumable and said consumables didn't consume actual inventory space, I might be tempted to agree. As they are, though, it's just a inventory-bloating means of constraining changes in loadout that could just as easily be done without said inventory bloat, if those constraints were better for the experience (which I'm not certain it is, at least to the extent caused).
That said, apply your logic to any other skill system unlock:
Fire II now requires farming "Fire type" mobs in the range of level 18 to 26 to allow for a chance to drop an item to be taken to a particular town to be converted through a few menus into a pseudo-item limited in searchability and manipulation to a particular UI interface from which to eventually acquire an action allowing for 99 casts of Fire II. In this way the open world is kept "relevant" -- all driven by a desire to be allowed to use the skills you progressed the game to be able to use. After all, if the actions were permanent unlock, you'd only need to level your character to retain access to the whole of the gameplay meant for that higher level experience and all of XIV's auxiliary systems besides achievements and... leveling other classes/jobs... would fall away and make the experience way worse. /s
Now, sure, that's base kit and the Lost actions are extra, but... again, I don't see why it would be preferable to deal with the bloat required by the current system over, say, simply acquiring the Lost Actions directly (no inventory bloat, no returning to camp), with up to X weight slotable at a time (swappable outside of combat), and where the slot itself retains the given CD, or lost actions being solely unlocked and then sourced off a handful of types of Essence akin to non-percentile MP generated only from kills and objective completion (with Action effects varying somewhat based on the Essence you junction to them, with one choice generally being best but perhaps harder to maintain).
The implication there is that everything besides what you are using essences with is bad and a grind you inherently want to minimise which is a point I don’t agree with (though I can understand why you reach the conclusions you do if you do have that opinion)
To me everything is a part of Bozja and it’s not just meaningless additions that are designed to waste time
In that way swapping to an unlock system with a limited weight would be a bad design because I lose out on the things that aren’t the base essence uses of CE’s or equivalents, however I will say what you suggest is a good system compromise for if you don’t like the base action grinding
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
That's not remotely my motivation for the suggested change, though -- nor even a motivation I've implied.
Let's say you're trying to have a cohesive Twisting Coils of Bahamut-esque raid experience, in which each floor flows into the next without necessarily needing to return to the overworld. In this, you are presented with two options:
- Option 1: Bosses drop seemingly miscellaneous tokens which you can return to an NPC on the first floor to identify as a coffer for a given piece of gear for a given job (e.g., Leg Coffer of Fending) which you can then take to an assembler to then turn into a piece of gear of, ultimately (from dropped token to their equivalent coffer to gear) predetermined slot (Head, Chest, Hands, Legs, Feet, Ears, Neck, Wrist, or Finger) and gear class (Fending, Maiming, Striking, Scouting, Aiming, Casting, or healing), tradable only among those present when their respective tokens dropped.
- Option 2: Bosses drop loot.
The present design feels like the first. It goes damn near out of its way to be as bloated as it is.
Item and system bloat generated from the essence system I don’t really think is a useful criticism because that wouldn’t be hard to fix without doing anything. Just allow the r essence chest to store fragments and you’ve basically solved that problem by itself, or alternatively have enemies you would beat for fragments just drop charges of the item you innately absorb by some kind of power pack and you can go back to camp and draw charges out of the power pack to sell if you want
Remember the lost action system is mostly about augmentation not making the job function on a baseline level. As per your example from the first post this isn’t about using a consumable to make fire 2 usable, it’s about using a consumable to have fire 2 cost 10% less mana. Useful but not remotely essential. I don’t think item bloat is here nor there when it comes to a system like this because it can be handled inside the instance outside of trading, especially since making them permanent unlocks would still leave you with the stupid overly complex menu systems 14 loves using
Last edited by Supersnow845; 02-08-2025 at 03:43 PM.
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Then it should be fixed. I see no point in defending that part of how Bozja's systems currently operate.
And if that inadvertently gives a little more freedom to swap about one's loadouts --e.g., actually play around with the systems introduced-- I have no qualms with that. It's designed to be played with and presently feels unnecessarily stifled -- not in that you need to grind them but more noticeably in that you have to, say, swing 99 charges at a time, such that the charge limit is almost meaningless compared to the simple customization constraint from waste.
I noted as much. But just as Flare, Blizzard II, and Foul aren't specifically necessary to have AoE on BLM but they were nonetheless designed with the clear intent of being able to be used and of benefiting the job, Lost Actions are there to benefit gameplay in Bozja, are they not? At which point, you're left with either a very bloated and thereby inadvertently constrained way to allow them to benefit gameplay in their intended setting, or something much less bloated and constrained more in keeping with direct intent. I'd prefer the latter.Remember the lost action system is mostly about augmentation not making the job function on a baseline level.
I don’t disagree that bozja’s rather opaque lost action system should be streamlined, I disagree with the idea that “streamlining” it should remove how essences and actions have limited numbers (I don’t mean how stuff like bubble has 99 charges I mean you have to go out and farm bubble as an action) and there are specific systems in place in Bozja to farm those actions as they act as incentives
Like my point is basically removing needing to actually farm the initial items as a solution to streamline the system is throwing the baby out with the bath water
I haven't suggested removing mob grinds as related to being able to use actions, though???
The first spitball suggestion was just to replace the inventory-consuming token-drops (2 stages removed from the actions) with non-inventory-consuming direct action drops that needn't therefore be 99 charges at a time.
The second simply replaces farming integer inventory-consuming tokens (for items for a 99x charges set of Lost Actions) with farming granular non-inventory-consuming Essence that is then consumed on use of Lost actions (such that, say, a Lost Cure IV consumes more than a Lost Cure) and allows one to embed additional effects into said actions and passive benefit for oneself (greater customization) without item bloat. I.e., you still grind, but now there's a more obvious sense of progression to said grind as stronger skills consume more resource but stronger mobs also give more resource. (And you get extra customization, to boot.)
Clarification: By "Essence", I don't mean the potions. I just mean a generic term for a granular resource:
"Essence"-based mock-up, if a fuller fleshing-out were necessary:
Different mobs and objectives reward different amounts of different Essences, which you junction to Lost Actions to source them (consuming said Essence) while receiving passive benefit based on the portion of junction covered by the given Essence (e.g., by slot weight of the actions you've junctioned it to or just the number of a limited amount of actions, or even by precise choice, whatever). Let's say there are 7 essences: Essence of the Veteran, Irregular, Beast, Templar, Watcher, Guardian, and Profane.
- Veteran focuses on just accentuating one's core role and improving general sustainability (a bit more eHP, a bit more MP and HP generation).
- Irregular focuses on flipping one's typical role partly on its head or offering powerful but infrequent cross-role actions.
- Beast focuses on greedy sustained output with tight requirements.
- Templar focuses on group coordination and boons, sometimes conditional to group actions.
- Watcher focuses on quick access to suppression and utility-focused spot-support.
- Guardian focuses on keeping others and self alive through active efforts.
- Profane takes the "Irregular" vibe even further, going so far as to turn standard healing Lost Actions into vampiric heals, grant buffs that temporarily turn most heals into especially powerful attacks while healing from portions of normal attacks' damage dealt, etc.
The more action weight slotted to the given essence, the more of its passive benefits you gain. (I'll let you imagine those out for yourself, in keeping with the themes above.)
Now, let's apply those to a Lost Action. For instance, consider Raise:
- Veteran: Raise
- Irregular: Second Wind (instant, short-duration revive that does not inflict an extra bout of Weakness on death and does not require player confirmation)
- Beast: Ceaseless Rage (you cannot fall below 20% HP; would-be fatal damage is instead taken in periodic ticks, accumulating, until dealing more than your HP in a single tick, at which point it finally counts against; heal for a portion of damage dealt, increased with missing HP, including the amount stored against you).
- Templar: Collective Spirit (single-GCD cast; your party can prevent a single death by splitting the overkill damage + 20% of the would-be slain party member's health as a DoT over 6 seconds among everyone else; cannot be repeated within 60s).
- Watcher: Deathward (single-GCD instant; prevent the next death within 15s on the given party member, restoring 20% HP and converting that and the overkill damage into a DoT over 6s; 3-charges, 60s recast)
- Guardian: Transference (transfer all damage that would otherwise reduce target below 20% HP from target to self)
- Profane: Sacrifice (offer an ally or self a chance to sacrifice self to raise another without Wounded status; if you die, you may still use this to request an ally to sacrifice themself for you).
Or Rend:
- Veteran: Rend Armor (increases target's damage taken)
- Irregular: Pulverize (decreases all the target's resistances, including to damage [at half the effect of Rend Armor], and maximum speed)
- Beast: Rend and Tear (your attacks debuff the enemy)
- Templar: Dismantling (party's attacks increasingly debuff the enemy)
- Watcher: Thwarting Blow (decreases the efficacy of enemy's attacks and defenses [at half the effect of Rend Armor])
- Guardian: Limb Crush (greatly decreases the efficacy of enemy's attacks)
- Profane: Blood Trade (increases target's damage taken; effect increased for your own party's attacks but party also takes some reflective damage when thereby benefiting).
Last edited by Shurrikhan; 02-08-2025 at 05:00 PM.
|
![]() |
![]() |
![]() |
|