I sincerely hope forum users will rate down anyone who does not post constructive feedback. The point of this thread is to post solutions on how to fix the battle system in XIV. Post only to provide valuable and constructive feedback. I don't just want you to agree/disagree I want you to say why and then provide thoughts on how to change/improve upon these ideas.
Here is a summary of both my thoughts and ideas I've seen floating around.
- Race Race plays a role in initial stats. I only mention it because it is a factor.
- Active Class The debate still rages between people who love the XI job system and the new class system. I think we have to keep the current class system. The flexibility it allows is an improvement even if you think the classes are slightly “muddy”. I think as you read on you will see other ways we can allow these classes to define unique roles. I don’t want to get embroiled in that discussion other than to say a small degree of specialization might be a benefit.
- Equipped Gear There is an opportunity to create gear that helps to focus each class further. If we had gear designed specifically for one class that could highlight a unique role such as tank gear for a GLD. FFXI had something similar with race specific equipment and job specific equipment. Now do you add completely new gear or make adjustments to current items in game? I think we all want to say add more of everything.
- Current Stat Allocation While we may not understand caps and limits entirely yet SE has explained what each stat does and what it is supposed to effect. Click here to see stat caps
- Active Abilities By applying a bonus attribute to equipped abilities we can encourage more strategic assignment of abilities. For instance, a Lancer in a party with "Cure" equipped would receive a bonus to Mind or Piety which doesn't help him deal additional damage. However, a Disciple of Magic with the ability equipped would see an increased potency in his healing. These bonuses would encourage creativity in equipped abilities between the different classes. People would be encouraged to focus their character uniquely through the abilities they equipped. You could probably also add elemental bonuses to active abilities. Equipping “Fire” would add resistance to fire but decrease resistance to “Ice”.
- Positioning On the FFXIV website it shows(ed) a diagram of ranges for each class. Gladiator, Marauder and Pugilist are all close quarters combatants while LNC is more a mid-line job. Mages and Archer I see more as back-line. In addition to considering elevation and critical hits from behind the mob I think you have also include more emphasis on these ranges. Mind you these are just ideas and it might destroy the ability to solo leves if the implementation wasn’t balanced. But for example a LNC fighting in close quarters might not do as much damage as one standing a little farther back and behind a PUG for example. I think this encourages some strategy to the battle... yes?
- Physical/Elemental Weakness I’m thinking of this more from a monster perspective. Most of the things I’ve fought resist occasionally but I haven’t really seen a monster that completely resists magic or is immune to piercing or blunt damage. In the console FF’s you often have to do some sort of blunt or piercing damage before the monster’s weakness to some spell or other move is exposed. Incapacitation is a good idea but it needs to be a part of the strategy for killing more monsters. More of these types of things need to be present to encourage teamwork from different classes.
- Teamwork/Timing Here is where I’m sure I’ll run into some trouble. I don’t care for the battle regimen system. It is too rigid. I think we have to go back to the old XI timing system. Why you ask? From what I understand of the system if 2 damage dealers are doing a regimen and I want to participate I have to let them know. Whereas in FFXI as long as I wasn’t casting cure or debuffing the monster I could just toss an elemental spell and deal some extra damage. Also, since the system seems to be going away from the “quality” of kill vs. “quantity”, bring back experience chains. This will encourage partying and hopefully teamwork. Maybe there is a happy medium between quality and quantity.
So, how does this improve the battle system? Well, alone it doesn’t. Additional content is required and some adjustments to the classes. Adjusting the difficulty of the current monsters up and increasing the variety of monsters with unique abilities and traits will certainly help. Unfortunately, there are some ramifications to solo play if you mess with difficulty of leve monsters and I don’t have a work-around yet. Unless you increase rewards for casual gamers who are generally less fatigued.
I think the recent patch was a step in the right direction. I think starting after R50 you will see an increased difficulty in leveling and much more emphasis on teamwork.
Edited, Feb 9th 2011 2:02pm by kainsilv
Edited, Feb 9th 2011 5:58pm by kainsilv
Edited, Feb 11th 2011 7:20am by kainsilv


