Hello everyone,
first, I'd like to apologize for players who would like painless combats and can sleep or go away during fights. This thread is about changing that and making combat more lively and strategic, less repetitive. Also, it's a wall of text, sorry. However, each dot represent an idea, more or less independent of the others, so it can be read in more than one sitting.
As we all know, the developers are preparing a new combat system. However, it is time to put forth our suggestions to make sure they don't fail another time. Mainly, copying another MMORPG's battle system (right now it's almost an exact copy of FFXI's, armoury system aside -- same aggro system, same flat 2d combats [no real flying monster, for example], same lack of monster's personality in combat, etc... same same same).
So, here is a list of suggestions that would make combat more interesting, fun, lively, less repetitive and more strategic. They are NOT ordered by importance or anything, they are simply randomly ordered as I thought of them. Also, I suggest other players to put their own list of combat changes here as well, even if it means repeating already written suggestions. The more voices, the better. And, it is simpler to read 1 thread than going through all the forum to post dozens of suggestions around the same topic in different threads: improving the combat system.
- Improve the effect of position during combat. Make clear and easily noticeable changes (bonus/penalty) when fighting a monster from the side, front or back.
- Improve the effect of range for attacks. Make clear and easily noticeable changes (bonus/penalty) when fighting a monster too close, too far, or at the optimal range for your weapon. Also, allow a visual display of the range of AoE magics and other actions.
- Optimal ranges for weapons could be different for each races, both player's races and monsters (a Elezen lancer should stand farther than a Lalafell lancer, for example). It would prevent players from cluttering together during combat and change the whole dynamic of battle. A Lalafell lancer fighting a pugilist Elezen could both be at optimal range, for example. A Roegadyn marauder could have an optimal range far enough to make smaller monsters' attack less effective, for example. Etc.
- Monsters and players must have different attacks (either using another limb or performing it differently, with a bonus/penalty to the attack) for each position they attack from. A good example of that is a Goobbue that passes its arms under him to reach behind to attack. Another example would be a Aldgoat that kick with their back legs for attacking behind (instead of turning around all the time, and it could be more powerful than their frontal attack, for example). A Gladiator could pass his blade under its arm (shield) to attack behind or on the left side (which would have less accuracy and power). This could happen when an attack in queue in executed while the monster moved to the side or if the player changed target while the attack is ready and the character has not yet turned around. It would make combat faster and more fluid.
- Monster should have more than one basic attack. Instead of spamming the same attack all the time and doing special attacks from time to time, the monsters should could change stance and attack differently. For example, a drake could attack with it's claw, then turn around because it decided to continue the fight with it's tail. This would force a change in the combat dynamic, for example, if the drake attacking with it's tail had greater defence from the back or its attacks were more powerful with its tail.
- Each class should have different stances for fighting or casting magic: one that is more defensive, one that is more evasive, one that is balanced, one that more powerful, one that is more accurate, etc. Each stance would change give bonuses and penalties to certain aspect of the attacks, it should even change the fighting animation. This also applies to casting magic (faster spell cast, more accurate, less interruption, etc).
- True flying monsters. Currently, all "flying" monsters are simply hovering the ground, just like FFXI (now, that's really retro). Having true flying monsters would force new strategies during combat since the flying monsters could go out of range... vertically! It would promoted use of throwing weapons for melee class, jump attacks, and allow for completely new set of strategies to deal with these flying monsters, making combat truly different. As a side note, yes, I do understand that some monster DO hover and not fly, like the medusa-things (anemone, aurelia, cassiopeia, etc). This suggestion is for birds, flies and other flying monsters.
- True immobile monsters (we may have this already). For example, plant monsters. They can attack with underground roots, by shooting projectiles, spitting poison, etc but could never move nor flee. Obviously, they would have a really big range for some of their attacks, to prevent exploits. Some of these true immobile monsters could "catching" attacks that forces players to come closer! Fleeing being somewhat more difficult to perform, just like it can sometimes be difficult to escape pursuing monsters.
- A wider variety of monster behaviours. Currently, we have 100% aggressive and 100% passive monster, nothing in between. We should have monsters with varied aggressive/passive behaviours that change when certain conditions are met. For example, monsters aggressive only at night, monsters only aggressive if you fight another monster in front of them (seeing/smelling blood makes them mad), monsters aggressive only if your clothes are certain colours (red for example), monsters that become passive if you carry food, monsters that become passive in presence of certain classes (a rogue marauder becomes passive for other marauders, for example), a monster become passive or aggressive depending on your elemental affinity (a fire elemental would be passive if you have allotted a lot of points to fire in your physical level -- or vice versa for opposing elements), a monster become passive or aggressive depending on your deity (a group of rogue thaumarturges believing in Ralghr become passive if your deity is Ralghr too; or a group of rogue thaumaturges systematically attack followers of Ralghr, for example), etc. Be creative! Or some monsters can have a random aggressive/passive pattern (sometimes they are, sometimes they are not). Consequently, the aggressive-passive icons would need to be extended (the colours and description are only suggestions):
- green: 100% passive, they never attack players unprovoked.
- yellow: passive, but will attack players if a certain condition is met.
- red: 100% aggressive, will attack players under any circumstances.
- blue: passive, but becomes aggressive at night.
- purple: aggressive, but will become passive if a certain condition is met.
- black: random! the monster will attacks you if you are not lucky.
- A wider variety of detection methods for aggressive monster. Right now, the aggressive monsters have the same methods of detection as FFXI: sight and sound, maybe magic and low HP. The new methods of detection, including the actual ones, could be as follow:
- sight: a cone in front of the monster that detects characters in it. The cone is reduced at night or in dark areas, like caves.
- sound: a circle around the monster that only detects characters that are running, performing a synthesis, performing an emote, activating a skill/action/magic, chatting in "say" or "shout" mode. Standing still in passive or active mode would prevent detection, chatting in "tell/linkshell/party" mode would not allow detection, walking would have a reduced detection rate.
- scent: a circle around the monster that automatically detects any characters in it. The detection circle is reduced or absent during certain weather condition, like high wind, sandstorms, etc.
- blood: a circle or cone around the monster that only detects characters not full in HP (or below 90% HP).
- magic: a circle or cone around the monster that only detects characters casting a spells, performing a magical action and/or if they have magical effects on them (both buffs and debuffs, as long as they are magical in nature. For example: protect, shell, etc).
- touch: the monster detects characters only if they bump on it.