After reaching level 100 I think it would be silly if we just increase 10 levels each expansion so I have imagined a progression system that I think could improve endgame:
All character will reach level 100 and I believe it is time to stop increasing the cap and introduce a new system that will change game vertical progression to partially horizontal progression, improving replayability.
I like how the game is easy until the story ends after that everyone after that the game had no reason to make game easy but not raids not other content that is not related to story.
Here is my idea for after story content as we call it (end game content)
Skills on Gear:
Skills on gear is not a new system it is one of the main pillars of other gaming genres.
We have 3 main patches x,0 x,3 x,5
Use it as a starting gear system when moving from X,1 to X,3 increase Item level.
Gearset have skills that attached to gear of equipped 3 pieces for example activate certain skill
Gear Skills examples:
Tanks: if HP below 50% increase tenacity by 20%.
Melee DPS: if 5 positional done right next 3 GCD will have 20% direct hit.
Magical DPS: if casting downtime is < 5 second in 1 min increase determination.
Range DPS: For every successful ranged attack within the optimal range (25-30 yalms), gain a stacking buff that increases damage dealt by 2% (max 5 stacks). This encourages staying within the optimal range for maximum damage output.
Healer: When a party member drops below 50% HP, your next single-target heal (like Cure or Cure II) on them will also apply a Regen effect that heals them for an additional 10% of their max HP over 10 seconds. (Provides reactive healing support)
Elemental weapons:
in game we gave 8 elements: Wind, Water, Fire, Lightning, Ice, Stone, Dark, Light
light and dark are special elements
dark counter 3 elements which is: Wind, Water, Stone
light counter 3 elements which is: Fire, Lightning, Ice
Job abilities doesn't effect from elements what is to be affected is boss damage bonuses
for example shiva is Ice element,
if you pick Ice weapon against her you will do 95% damage which is 5% less
if you pick fire element it will do 110% damage
if something like water it will do 105% damage
else will 100% which is normal percentage.
weapons will drop from various content in the game I will explain below:
How to farm gearsets?
Contents we have:
- Fates (first patch)
Fates are meant to be easy content; I call it a tutorial for expansion, and it is the first content after story people usually do.
Fates gives currency and loot box that can give gear.
Fates gives first gear that gives additional effects that is more defensive example:
o If hp above 50% increase defense by 15% for 10 sec.
o Element resistance (I will explain in stats).
- Hunts (first patch)
Hunts is basically a boss fight with no mechanics just a DPS check so all people know actually how to do combos without simplifying job design.
Hunts gives first gear that gives additional effects that is more offensive example:
o If hp above 50% increase crit rate by 15%.
o Element resistance (I will explain in stats).
- Extreme trail (Second Patch)
will give 2 Weapons with different element example: fire, lightning, wind, earth, ice and water
- Variant Dungeon (Second Patch)
will give 2 Weapons with different element example: fire, lightning, wind, earth, ice and water
- Alliance Raid (Second Patch)
will give 2 Weapons with different element example: fire, lightning, wind, earth, ice and water
- Normal Raids (Second Patch)
Add augment to improve Fates and Hunts Gear
- Savage Raid (Third Patch)
Give new gear that has epic augment and last boss will be 2 weapon with different elements (Dark, Light)
- Unreal: Give cosmetic (mount / housing/minion) (Third Patch)
this design is just an example but it keeps player coming and actually want to play the game after finishing story + content.
please let me know your opinion