IIIChange: dungeons as repeatable content
-more freedom in pulls (trash + boss = fun chaos potential)
-faster bosses, we don't need learning phases five expansions in
-give trash identity beyond RP
-mobs all blend together because they all do the same thing (nothing)
-each mob should serve a simple purpose that creates a greater challenge when combined with others
-max level versions of all current expansion dungeons with a progressive difficulty system, like dungeon talent trees/affixes (WoW's M+ and VP2's Sealstones for example)
-gearing pathResult:
1. dungeons become more "hop on FF with da boyz and run some dungies" rather than "i missed hunt train i guess i won't cap tomes this week"
2. dungeons can be easily worked into the economy with crafting mat implementation (having certain affixes applied affects what materials are found in chests/from bosses)-this allows players who exclusively play battle content to make money, and creates a supply-demand system with crafters3. one of the requirements for increasing the ilvl of savage gear could be completing every current dungeon at +10 or whatev
4. gear gained from the dungeons should have its own worth, possibly allowing you to have very high raw stats (the higher you go in difficulty), at the expense of none of the cool effects that tier gives you
IVChange: nerf crafted gear
-new crafted sets are equal to previous savage tier, rather than betterResult:
-instead, change augmented tome gear (or the item to do so) into a crafting recipe
1. the aforementioned economy with dungeons would play into the recipes for augmenting tome gear
2. crafted gear would still fulfill its role as catch-up gear
VChange: loot lockout per role
-lockout is separate for each role (tank, healer, melee, caster, ranged)Result:
1. if you clear on a tank, you can go in on any of the other four roles without the lockout being applied
2. allows up to five lockouts per week, meaning faster gearing for more jobs
3.the game prides itself on playing all jobs on one character, but doesn't want you to enjoy raiding with more than one or two before you get bored (pugs don't want undergeared alts, and it feels bad to bring them)
4. funneling gear to one job doesn't matter because:1. clearing on all five roles takes skill(2/3)
2. who the fuck cares