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  1. #1
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,034
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100

    Alright FFXIV Developers, I'll fix the job system for you.

    I'm bored anyway, and way you all screwed up the jobs is beyond repair now so lets make a new one -

    1) Remove the Job Roles, it no longer serves a real purpose now because the current system has everyone homogenized. There is no more identity or unique team strats left on a boss by boss fight basis and whose fault is that I wonder? because what you all did we need to toss out this system.

    2) All jobs are now tied to their unique weapons, and the armor is now more stat heavy based (this requires a major rework of Materia stats & slots in which case Materia is about to become much more important) to build around the job. Want a Defensive White Mage that has more resistance but at the cost of offensive stats? Build your armor & weapon stats around it, how about a Offensive White Mage that has more extra strength in their Holy & Glare spells but at the cost of healing & defensive stats? Build your weapon and armor stats around it. How about a all-out healing White mage but at the cost of everything else if the battle requires it? Again build around that. This keeps a balance of risk and reward and depending how good you are as a player and building around a fighting style that suits you the player best.

    This will get people to start experimenting with different armor, and weapon sets that a job can use; also playing more importance into materia usage. Because of this change the inventory gear slots will need to get expanded to accommodate more multiple sets for whichever particular job you use the most.

    This will also give unique play styles for various DPS & Tanks that was never considered depending what kind of abilities each Job has. Take Warrior for instance, it has some of the best best healing abilities so if a Warrior wanted to put in more healing stats he can, but it will be at the cost of his offensive and defense stats if he chooses to heavily invest in it. This is just to prevent cheesing the fights.

    In order for all this to work; all the weapons & armor in the game will need a bit of rework due to the removal of Job Roles; furthermore armor and weapons sets can now be upgraded to the current level cap of 100, so for you people who want to use your artifact gear from previous expansions will find happiness in this instead of just being a glamour. Each Weapon & Armor will have their own unique stats to build upon and the way to level the gear is through Dungeon Chests with specific materials guarded by a mini-boss (usually in rooms outside of the main path, so each dungeon will be getting a update to accommodate this). Also Whenever you form a new materia from battle you're given a new option aside from Materia Extraction, you can instead let the Materia be consumed to level your gear by 1 level, so you're given two way to level up weapons & gear.

    Finally again with the removal of Job Roles, armor in general is no longer restricted to their respective jobs but instead are given indicators what that armor is generally recommended for and you can try to experiment with all sorts of builds that can be in the thousands. Want a silly tank with all its armor being recommended for a healer job? Sure go for it.

    Keep in mind though that all gear & weapons will still be synced to a appropriate level based on the content being played.

    3) Bring back Elemental Resistance & Weakness effects

    Want to build a Thunder or Water Dragoon with some form of elemental Resistance? We can do that. What is different this time however is that Elemental Materia will now operate separately with its own slots on every armor, and weapons (certain elemental weapons and armor will get bonus points with its corresponding elemental materia). However a elemental materia cannot be paired with its opposite that its weak against, but can be paired with Elemental materia that its neutral with or complements (this will affect how much stats it can give, neutral materia will be less points, but a complementary materia will give bonus points).

    Will also re-work certain weapons that have a infused element (Like most Primal Weapons for example) that will give its own elemental damage bonus, but at the cost of what element its weak against so its not exploited in more complex battles say a boss that has multiple elemental properties that can affect the player or the boss. This is just to keep the player on their feet without again trying to cheese battles.

    4) Exclusive Job Actions based on Elemental Materia being used

    To further each job's unique properties is the new additions of Job Actions that can only be accessed if Elemental Materia is being used. These elemental offensive, defensive, and possibly healing abilities are bonus Job Actions that help supplement your main job actions with each given fight.

    So for example with Thunder-based Dragoon, he/she will have access to a battle technique called Thunder's Roar that will temporarily transform him/her into a Thunder Dragon for 10 seconds to perform its own job actions such as Thunder Breath for magical damage with a conal spread, and Lightning Claws as the physical damage ability that all come with a elemental damage bonus.

    Furthermore the Elemental Job action damage rating is tied with how much elemental materia stats you added into your gear.

    You can even create hybrid Elemental Dragoon to use both Thunder & Fire (as they do not conflict on the elemental wheel), but at the cost of losing access to more powerful abilities that require a certain elemental stat threshold, so choose wisely how you want to build your battle strategy.

    5) The current Job Actions themselves, while I cannot imagine what changes could be made but the above stuff I've written should at least tear down some of the homogenization with the removal & additions with how weapons & armor now operate & also with the removal of job roles.

    6) Notice that I'm also giving you all Crafters much more power now, and this will really get the market board going with all sorts of unique sets for all the jobs.

    7) Because of all these changes the bosses & enemies of the entire game will need a bit of re-work to their stats & mechanics to accommodate the new changes.


    There I fixed the damn critically acclaimed MMORPG Final Fantasy XIV
    (3)
    Last edited by Kaliesto; 03-17-2025 at 12:26 PM.

  2. #2
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    sounds awful i am good.
    (8)

  3. #3
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,034
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Musashidon View Post
    sounds awful i am good.
    The current system is awful, what you talking about.

    You're only saying its awful because you don't want to put in the work (I'm starting to catch on to you all that keep saying this to other posters).

    This idle lazy gaming bull&&&& needs to stop.
    (5)
    Last edited by Kaliesto; 03-17-2025 at 12:23 PM.

  4. #4
    Player
    Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    728
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    The gear customisation sounds fun (albeit conventional in 2025). But while the elemental strengths and weaknesses looks good on paper, it becomes negligible outside of causal content once raiding culture requires you to enter with optimally aspected gear. All it would amount to is more homework before you get to start a raid tier.
    (0)

  5. #5
    Player

    Join Date
    Feb 2025
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    106
    Quote Originally Posted by Kaliesto View Post
    There I fixed the damn critically acclaimed MMORPG Final Fantasy XIV
    This sounds cool but they ain't gonna go back and rework everything with this overhaul.

    I don't like the elemental shit though. It seems very superficial and is a mechanic from an older era of RPGs. I mean, "fire weakness" -> "use fire" is not very captivating. I'd rather they learn from games like Diablo, Lost Ark, WoW, GoW and look at how you can have multiple builds that actually meaningfully change the gameplay, not just "use fire because boss weak to fire".

    Of course, this will never happen so I just go play GoW to experience actual meaningful RPG gearing and builds, which is just sad because GoW isn't even an RPG.
    (1)
    Quote Originally Posted by sagacious View Post
    Are you serious? shaming in a Japanese mmo? Do you realize in their culture if shammed they will (hara-kiri)(seppuku) themselves?

  6. #6
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,034
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Exmo View Post
    The gear customisation sounds fun (albeit conventional in 2025). But while the elemental strengths and weaknesses looks good on paper, it becomes negligible outside of causal content once raiding culture requires you to enter with optimally aspected gear. All it would amount to is more homework before you get to start a raid tier.

    I'm tired of this always being the argument, if some players want to be selfish they can be excluded out of people's circles instead of being the Wall of ideas.

    Players just need to put their foot down and tell them to screw off and take their demands to people who care to form their selfish hardcore circle.
    (0)

  7. #7
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,907
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    I'm not sure about that elemental system. But at this point anything is better than trying to force a DDR-centric action rpg gameplay that also butchers anything that's not running marathon together with their melee brethren in a game with such laughable netcode and animation discrepancies.

    Personally speaking, I think the good starting point is to bring back StB job's complexity and combine them with some of ShB's QoL updates, then start from there. And I think that's not asking for much because I'm only asking them to start from something that they've already done before with assets still free to pick up within the game rather than making something entirely new.
    (1)
    Last edited by Rein_eon_Osborne; 03-17-2025 at 12:42 PM.

  8. #8
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,034
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Fagotura View Post
    This sounds cool but they ain't gonna go back and rework everything with this overhaul.

    I don't like the elemental shit though. It seems very superficial and is a mechanic from an older era of RPGs. I mean, "fire weakness" -> "use fire" is not very captivating. I'd rather they learn from games like Diablo, Lost Ark, WoW, GoW and look at how you can have multiple builds that actually meaningfully change the gameplay, not just "use fire because boss weak to fire".

    Of course, this will never happen so I just go play GoW to experience actual meaningful RPG gearing and builds, which is just sad because GoW isn't even an RPG.

    Love it or hate it, elemental powers has been part of the high fantasy setting for a long time and FFXIV really screwed up with it in the past; this is just my way of answering of the problem before they decided to homogenized the game further at the time.

    Sure someone here probably has a better idea than I do, and I'll be for it.

    I just don't like it when posters just say "awful" and give no reason to why and I have to assume they're for the lazy gaming at this point.
    (0)
    Last edited by Kaliesto; 03-17-2025 at 12:36 PM.

  9. #9
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Kaliesto View Post
    The current system is awful, what you talking about.

    You're only saying its awful because you don't want to put in the work (I'm starting to catch on to you all that keep saying this to other posters).

    This idle lazy gaming bull&&&& needs to stop.
    you'll get over it.
    (0)

  10. #10
    Player

    Join Date
    Feb 2025
    Posts
    106
    Quote Originally Posted by Kaliesto View Post
    I'm tired of this always being the argument, if some players want to be selfish they can be excluded out of people's circles instead of being the Wall of ideas.

    Players just need to put their foot down and tell them to screw off and take their demands to people who care to form their selfish hardcore circle.
    At some point you just need to ignore the troll

    Quote Originally Posted by Kaliesto View Post
    Love it or hate it, elemental powers has been part of the high fantasy setting for a long time and FFXIV really screwed up with it in the past; this is just my way of answering of the problem before they decided to homogenized the game further at the time.

    Sure someone here probably has a better idea than I do, and I'll be for it.

    I just don't like it want posters just say "awful" and give no reason to why and I have to assume they're for the lazy gaming at this point.
    If you really want elemental mechanics you could make it more interesting than just having fire aspected attacks and water aspected attacks.

    Eureka already did an elemental wheel and while it was cool for its time that was like 8 years ago (or 7?). I think we could do better than that.

    https://godofwar.fandom.com/wiki/Blazing_Magma_Set

    https://godofwar.fandom.com/wiki/Smo..._Brimstone_Set

    Here's for example something we could do in FF14 taking inspiration from the Muspelheim sets from gow 2018. Let's say the final relic armor of an expansion gives you one action and one passive to your armor, and you can pick between a few options.

    Let's say we have Fending/Maiming gear, and it does the following:

    Active: [Fireshield] -> When activated, any incoming damage has a 40% chance of applying Burn (fire-aspected) on the attacker for 12 seconds. Potency: 60. Cooldown: 45s.
    Passive: [Smouldering Aura] -> When taking damage, a 10% chance of activating Smouldering Aura, increasing damage dealt by 5% for 12 seconds. Also adds 10% of the damage as fire aspected damage. Cooldown: 30s.

    Ideally I also want to see more fleshed out CC in the combat system, so mobility/speed, status effects, aggro etc. all matter more, like a proper RPG. But that's probably too much to expect from SE lol.
    (1)
    Quote Originally Posted by sagacious View Post
    Are you serious? shaming in a Japanese mmo? Do you realize in their culture if shammed they will (hara-kiri)(seppuku) themselves?

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