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  1. #1
    Player
    Kirutsuki's Avatar
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    Feb 2023
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    170
    Character
    Kirutsuki Noel-e'xion
    World
    Spriggan
    Main Class
    Monk Lv 100

    How would you *fix* battle content?

    Just give a simple list of like 5 things. Try to explain them in a single paragraph.
    I'll start:
    1. Some form of job "specialization system" to give jobs identity.

      White Mage could specialize into Green Mage or Illusionist OR stay as White Mage.
      choosing either one would give you 2 abilities that are highly specific to situations, but do not add damage,or more heals or mitigation.

    2. Give battle mechanics interactive elements.

      I'm not talking about "carry this object to the right spot". What i love about action oriented gameplay is that I can go infront of another player for example and put up my shield and stop them from taking the damage.

    3. Bring the entire overworld new battle content beyond FATE's.

      FATE's are ok, but should be adjusted to always give bicolor gemstones regardless of the zone. But beyond that the game needs additional overworld battle content across all regions.

    4. Remove survivabilty (self-heals & maybe some mitigation) from Tanks.

      For one it ALWAYS feels bad when the healer dies in a dungeon and the Tank keeps going.
      Not only to waste time, but also to showoff how healers are not a necessity at all.

    5. Make gear progression more meaningful.

      Not directly battle content, but I think for those who enjoy the overworld exploration, raiding or dungeon farming, there should be gear that corresponds to each battle type content. Maybe by giving raid gear, raid specific armor skills, overworld gear, overworld specific armorskills etc. nothing crazy, but like "run faster in overworld".
    (3)

  2. #2
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
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    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Get the PvP team to design PvE jobs.
    (12)

  3. #3
    Player
    Aniya_Estlihn's Avatar
    Join Date
    Jun 2015
    Posts
    446
    Character
    Izayoi Niwa
    World
    Balmung
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mawlzy View Post
    Get the PvP team to design PvE jobs.
    I don't know if anyone replied to you yet and I'm not going to check the whole thread, but its the same job designers for PvE and PvP.
    There is a singular job design and balance team, so PvP proves they know how to make good jobs, they just /don't/.
    (1)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,601
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    I'd like it if B ranks were really fun battles that angrily jump and pounce at you like an actual "elite" mark should. There are a few with good mechanics, but the vast majority of them just auto-attack and do a conal/circle/donut/column AoE.

    For the open world another thing that would help is crafting materials you can get from powerful foes or areas that can't be sold on the market board, but you need them to craft things that some people want, which also can't be sold on the market board.

    Quote Originally Posted by Kirutsuki View Post
    Some form of job "specialization system" to give jobs identity.
    The sort of thing you described is theoretically already how it was designed, because White Mage is the specialization of Conjurer. Anyway, I think the defaults should work for casual players but you should be able to add more complicated mechanics that come with pros and cons. Rather than forcing easy classes upon everyone, since clearly players are split on easy vs hard. Whether they do it with Skill Trees, Talents, Cross-Class or like Blue Mage's system, either way it seems a way to solve the divide on this.
    Give battle mechanics interactive elements.
    I'm not talking about "carry this object to the right spot". What i love about action oriented gameplay is that I can go infront of another player for example and put up my shield and stop them from taking the damage.
    For me this just goes back to making the Holy Trinity matter. That is a problem in the game now where the importance of role has diminished. As a tank, I no longer have to accept that I rely on the healer. As a DPS, between Second Wind/Bloodbath/Feint/other defenses, I no longer have to accept that I'll die if the healer does. As a tank/healer, I probably don't have to care if the DPS exit the instance because I'll have enough damage.

    Now you might say that some of that matters in High-End duties, but when you have a mechanic that deals 999999999999999 damage to the entire party for making a mistake, it prevents the Holy Trinity from picking up the slack.

    Also, let's say a DPS is struggling with their role because it's their first time. A more experienced player should be able to pick up the slack and multi-task both roles if they work really hard. That's players covering for eachother's weaknesses and it makes content more fun and dynamic. This can't happen if the result is just 9999999999 damage.

    That also brings us to another problem, that the Holy Trinity is too powerful if it is allowed to happen. Across all 8 jobs in a raid, we can have so much mitigation that we can absorb several soft enrages and they'll tickle ie. PLD+WAR+SGE+SCH+DNC+MCH+RDM+Melee

    Which effectively traps them into the 9999999999 damage thing to prevent the content from being a joke. It was so much less of an issue in Heavensward because we had less abilities over all, and we've just grown too powerful.
    FATE's are ok, but should be adjusted to always give bicolor gemstones regardless of the zone. But beyond that the game needs additional overworld battle content across all regions.
    I've thought about it and it's not that FATEs are necessarily a problem; it's that they lack depth and impact. For example, in ARR there are a lot of mob vs mob fights and you can effectively choose a side. The impact of that could be far greater, such as a massive influence on the sort of enemies that appear in the zone, who is in control of a village area and the items they sell (which happens a tiny bit in ARR), etc.

    Another factor is bringing in crafters, gatherers and healers and making them relevant to FATEs. Let's say Player1 kills bandits and Player2 kills the local guards that are fighting the bandits. A healer could choose to either rez bandits or rez guards. A crafter could make supplies for the bandits so they have more powerful weapons, or they could reinforce the defense walls for the guards.

    It's a sort of an indirect PvP, since SE probably can't make PvP work outside of the Wolves' Den. It was done in 1.0 with Hamlet defense, but it could be better than Hamlet defense. Different players may be interested in a different side winning due to rewards, achievements, preference or some other factor.

    Depending on the amount assisting each side and the effort they put in, one side or the other will win.
    (3)
    Last edited by Jeeqbit; 07-15-2025 at 03:06 AM.

  5. #5
    Player
    Kirutsuki's Avatar
    Join Date
    Feb 2023
    Posts
    170
    Character
    Kirutsuki Noel-e'xion
    World
    Spriggan
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jeeqbit View Post
    For me this just goes back to making the Holy Trinity matter. That is a problem in the game now where the importance of role has diminished. As a tank, I no longer have to accept that I rely on the healer. As a DPS, between Second Wind/Bloodbath/Feint/other defenses, I no longer have to accept that I'll die if the healer does. As a tank/healer, I probably don't have to care if the DPS exit the instance because I'll have enough damage.

    Now you might say that some of that matters in High-End duties, but when you have a mechanic that deals 999999999999999 damage to the entire party for making a mistake, it prevents the Holy Trinity from picking up the slack.

    Also, let's say a DPS is struggling with their role because it's their first time. A more experienced player should be able to pick up the slack and multi-task both roles if they work really hard. That's players covering for eachother's weaknesses and it makes content more fun and dynamic. This can't happen if the result is just 9999999999 damage.

    That also brings us to another problem, that the Holy Trinity is too powerful if it is allowed to happen. Across all 8 jobs in a raid, we can have so much mitigation that we can absorb several soft enrages and they'll tickle ie. PLD+WAR+SGE+SCH+DNC+MCH+RDM+Melee

    Which effectively traps them into the 9999999999 damage thing to prevent the content from being a joke. It was so much less of an issue in Heavensward because we had less abilities over all, and we've just grown too powerful.
    As it stands I think 14 has moved too far away from the traditional holy trinity to even become a thing anymore unless they really start hammering on abilities.
    The only other option they have is to bring about a new system on top of the existing jobs don't you think? Atleast for me it's hard to think they would really start adjusting things so drastically after they've tried so hard to make every job behave the same.
    (0)

  6. #6
    Player
    Gwenkatsu's Avatar
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    Jun 2024
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    288
    Character
    Gwenkatsu Furokane
    World
    Shiva
    Main Class
    Dancer Lv 100
    Make fights require skill instead of perfect memorization.
    (18)

  7. #7
    Player
    XtremePrime's Avatar
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    Oct 2022
    Location
    Ul'dah
    Posts
    125
    Character
    Katherine Thorn
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Gwenkatsu View Post
    Make fights require skill instead of perfect memorization.
    I agree with that but I don't know how they could pull off skill checks in a tab-targeting MMO.
    (0)

  8. #8
    Player Mawlzy's Avatar
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    Sep 2023
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    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by XtremePrime View Post
    I agree with that but I don't know how they could pull off skill checks in a tab-targeting MMO.
    You don't have to tab target?
    (2)

  9. #9
    Player
    Uzephi's Avatar
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    May 2017
    Posts
    111
    Character
    Elie Uzephi
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by XtremePrime View Post
    I agree with that but I don't know how they could pull off skill checks in a tab-targeting MMO.
    I... Cannot find this tab button on my controller... That being said, targeting isn't 'that bad' of an issue. There are many ways to target, even different options in the menu. I'm all for other options, but tab and the f keys aren't your only options. Soft targeting is a thing... At least for controllers.
    (2)

  10. #10
    Player
    MeanDragon's Avatar
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    Sep 2019
    Location
    Gridania
    Posts
    133
    Character
    Gariath Rhega
    World
    Midgardsormr
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Uzephi View Post
    I... Cannot find this tab button on my controller... That being said, targeting isn't 'that bad' of an issue. There are many ways to target, even different options in the menu. I'm all for other options, but tab and the f keys aren't your only options. Soft targeting is a thing... At least for controllers.
    If you are using a PS5 controller, holding L2 or R2, you can tab targets with L1 and R1.
    (1)

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