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  1. #21
    Player
    escapeRealm's Avatar
    Join Date
    Jun 2023
    Posts
    5
    Character
    Feraldona Ruthle
    World
    Phantom
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    1. Make a small (set of) incremental change(s) to an existing content type. What could those changes likely enable for/among further future changes? If this would require meeting a coding hurdle, how do you excuse it and what would meeting that hurdle future-proof? How do you imagine they'd be received?
    Honestly, just go around the confines of the formula. I started playing in the end of ShB, and after some time i have already seen that the majority of the content is pretty much following the same formula since HW. They really need to do another ARR-type of expansion, and considering that they already pulled it off, it wouldn't really be hard to do so again.

    Quote Originally Posted by Shurrikhan View Post
    2. Suggest a new, "experimental" content type (just as Diadem, Aquapolis, Deep Dungeon, The Feast, etc., were once new and experimental) that seems at least decently feasible to come from XIV's dev team but pushes boundaries in certain ways that could be useful down the line. Again, what does this enable, and how do you think it'd be received?
    Criterion-like dungeons as normal dungeons, with some adjustments to loot table. When i first saw them, i thought that they were testing to see how it would work and maybe even implement them into MSQ, but it seems like that was only a dream.
    (1)

  2. #22
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,846
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    This may sound like a nitpick, but I'd love to see what would result from it: Removing unnecessary hidden or constant modifiers.

    By this, I mean removing the hidden wonky Attack Power formulations, making it simply and purely based off of primary stat, removing the likes of Maim and Mend and providing the damage increases through potency boosts, the Job Action Damage traits and likewise giving those damage amps through potency increases.

    From that, under identical stats and before adding in any buffs, the output of 300 tank potency is that of 300 melee potency is that of 300 ranger potency is that of 300 caster potency is that of 300 healer potency.

    And... just as crucially, this means removing Tank Mastery. But that one, to be honest, I don't want to see made up for by any passive means. Instead, I'd rather just see the active mitigation increased to provide about the same net mitigation per use as before:

    At a rounded 7k Defense, Fending Gear [38%] + Tank Mastery [20%] + Rampart [20%] was 60% mitigation, multiplicatively. Now, Rampart would be, say, 30% mitigation, bringing total mitigation still to 57% mitigation during Rampart without Tank Mastery, but passive mitigation would fall from 50% to just 38%.
    (As all is tuned basically around Striking armor anyways, this really puts tanks at only about an extra 18% passive mitigation over anyone else instead of 34% more, making the passive durability feel about halved.)

    The net effect of this would be a decent bit more white damage which, frankly, we could really use to feel that bit more like tanks instead of DPS with some scheduled auxiliary CDs. Granted, we'd still want more active mitigation and kit interactions, etc., anyways, but it's at least a start in (imo) the right direction.
    (1)
    Last edited by Shurrikhan; 06-20-2025 at 05:19 AM.

  3. #23
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Has anyone suggested leveraging the fomo events to trial mechanics etc? You know, here’s the rising btw do this 20 floor deep dungeon with lost actions for access to a prior rising reward or whatever.
    (1)

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