Originally Posted by
Taranok
The answer to your question is rather simple. The game does not have the infrastructure to enable fast-paced reactive DDR fights. From being woefully incompatible with classes that should be all rights sit still and cast, to the fact that the game has absolutely no rollback netcode and 0 tolerance for even 0.5% packet loss, fast-paced fights literally break the game. The higher your ping, the more broken the game is. The more packet loss, the more broken. If this game had world of warcraft's netcode and server architecture, it could have faster fights provided casters weren't forced to play like rphys. If the fight had GW1 or 2's netcode, it could have faster fights. But unfortunately, this is a Japanese game made by Japanese developers that don't understand the concept of ping above 5ms, and as such, the game breaks progressively more and more above 5ms ping.
What's especially frustrating is the devs learned this lesson when ARR launched with titan's weight of the land nailing people all the time. They just forgot the lesson. This game is not a fast paced game. The more they try to make it fast paced, the more people will leave because of how awful the game feels at that pace.
If literally nothing else, trying to cater to both styles means they alienate both groups of players. I fell in love with FFXIV for the slower-paced methodical fights that allowed me to sit still and cast for long periods of time. That's kind of what made FFXIV successful to begin with. But the more they move away from that, the worse the game has gotten and the lower the playerbase has gotten. It just so happens that one style has both the weight of the game's history and the design of its infrastructure backing it up. While the other has m5s having its music completely desync from its mechanics (and even mechanics desyncing from mechanics) because of latency, completely ruining the entire fight.