Mostly gone are the days of us making stuff up in lieu of absence of information, because well, there has been information. Sometimes I sort of miss it. For most things now, we can't really hypothesize or even fancifully imagine because we basically have an idea how it's going to work.
Well in light of the most recent news, that's not true with combat anymore. So, I'm going to take this moment for a last fanciful idea of something I think might be a fun system for combat.
In most MMOs, hit rating is an important stat. In order to hurt things, you need to hit them. It is also generally a fairly stagnant stat, consisting of gaining points in hit raising your accuracy vs opponents avoidance reducing it.
In final fantasy, its a hugely important stat. You need a lot to consistently hit raid level bosses. People pay a premium on food with hit on it to raise their hit for parties and raiding.
TL;DR warning, the next paragraph is just a rant about a weird WoW mechanic, feel free to skip it.
WoW has one of the most bizarre hit rating systems I know of. First you have hit rating, which you get from gear (you get everything from gear in WoW, they're all stat objects that fit in slot X. Armor is not for armor except on tanks. (As a side, Dragon age had one of the best armor systems I've seen in a long time). However, how much of this hit you need is actually based on your own level. The higher level you are, the more you need to raise a % of hit. Not the enemy level, your own level. But that's ok, because hit doesn't measure what you think it does anyways. Hit is how accurate you are against a mob not trying to avoid you at all. It's basically just made as a stat you need to gain in order to do good. Expertise on the other hand reduces the chance an enemy will dodge or block your attacks. It's what you usually think of hit as. The reason they did it this way (I think) is because it's hard to balance DPS if they're standing behind a mob where the mob can't block them, so they needed to create a stat that people had to gain in order to do more DPS. (note enemies can still dodge you from behind so you also need expertise) Hit is so you, super hero, slayer of fiends of legend, don't miss the blind side of a barn. Apparently more skill means less accuracy, or something.
Anyways, I've thought of an idea where your hit rating is constantly changing depending on situation. In most games, it's pretty stagnant during a fight. Sure, there might be abilities a mob uses to reduce your hit, or abilities you use to rate it, but it's still basically stat X vs stat Y. What if we made that more situational?
I present the "Recklessness system"
Imagine a system where hit rating constantly changed depending on situation in the fight. If the mob is in ready status, they are harder to hit because they are ready to dodge or block. However, after an enemy attack, they are easier to hit for a moment, meaning timing your attacks can raise your accuracy.
Also, there is a penalty for missing attacks. The penalty is dependent on your weapon. If you're using fist weapons, it might be pretty small, maybe a delay as you're off balanced from missing, meaning the risk of attacking more recklessly is just that you hit less. If you're using a big 2-handed weapon, it might be larger, unbalance, reducing your defenses for a short time, etc, meaning reckless attacking will leave you open to counter attacks.
What this would do it make it important *how* you fight. If you're using a big weapon, you might have some small strikes, maybe a pommel strike that unbalances your enemy and reduces their evasion temporarily so you can connect with your big strike. Also, many abilities would be able to be charged up for more accurate strikes, i.e. sacrificing speed for accuracy. This also makes how you fight more dependent on what you are fighting. In FFXI, if you are going after high evasion mobs, you have to gear for it, but you basically fight the same way. In WoW there's literally no difference in your gear. However, under this system, *how* you fight would change depending on what you are fighting. Some mobs may be high evasion, but less penalty, some low evasion with big penalty, some high evasion with big penalty, etc. The fight tempo would change according to that.
The reason for this is because it causes both accuracy and speed to be dependent on how you fight. During the fight, the 'tempo' will change depending on what is going on. It sounds like there will be more group vs group fights, so it may come down to dps(DD) worrying about being attacked and having to slow down their tempo in order to focus on defense a bit, dodging an enemy attack and counter attacking when the enemy is unbalanced. People will do quick jabbing strikes in order to not get unbalanced and save their killing blows for when the mob is incapacitated.
A second part of this would be how you distribute your stat points. Do you spend them on damage and use a fighting style that requires you to be patient and strike when you have an opening, do you raise your evasion so you can get more opportunities to counter attack for heavy strikes? Do you raise your accuracy so you can attack more recklessly but for less damage yet more strikes and less chance of missing?
If it turns out that dps(DD) never have to worry about defending in normal circumstances (in FFXI or WoW, dps(DD) only need to worry about defensive abilities if things are going wrong in most cases), than perhaps there could be a system that on particularly unbalancing misses, an enemy gets a free counter strike.