
Originally Posted by
MicahZerrshia
FFXI: 75 era Dynamis
Large, open, hallway free instanced area where mobs are grouped together with bosses scattered about, actual real danger if you do not pull or even wander through the area carefully, trash mobs that require at least minimal strategy and drop things that are worthwhile and sought after instead of everything worthwhile just being a boss drop.
FFXI: stats/buffs/debuffs
Actual insteresting stats that made gear so much more interesting. Buffs and debuffs from actual, real support classes that could really make a difference in battle. Protect, shell, stoneskin, haste, the various stat+/- afflciations, the myriad of dots that sometimes do more than just tic down damage, slow, doom, curse, the list goes on and on. A bard that was actually a bard instead of a ranger who hums to themselves sometimes and could support the rest of the party ike no other.
FFXIV v1: The outpost content (Cannot remember what it was called)
Crafters and gatherers could contribute to building up resources, then after like 24 or 48 hours a large battle would take place where battle jobs could do their thing against the swarms of mobs coming in and crafters and gatherers could still keep providing supplies. Gave you relic weapon drops, crafting mats, etc.
WoW: Delves
Scalable dungeons that can be tackled solo or with a group that drops gear comparable to high end (savage) gear at max level, but also lower end gear to help you progress to those higher levels.
WoW: Dungeons
Just the dungeons in WoW feel so much better and I would love to see something similar. Open areas where there are optimal and optional routes you can take to get various rewards.
FFXI: Beastmaster
Cause I have no faith that SE can make it actully do well here. I highly suspect it will be Blu 2.0 by use of those regulators. I want a real pet class.