What do you fear the most for 4.0 that will remain the same/won't get fixed/added?
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What do you fear the most for 4.0 that will remain the same/won't get fixed/added?
For sure it would be open world content. The problem now it is that ppl spend too much time in cities or before their houses doin duties. I think we should be forced to spend more time "outside", beacuse for now Im only gathering stuff or do beast tribe dailies which is meh.
Same ####, differernt skin.
Patches get boring after 2 weeks once you complete the new content and the its back to weekly tome caps.
Really hope they change the dungeon concept, as they hinted in keynote, because having always 20min long dungeons (with only one path) to repeat becoming so boring now. They seem like a 'running route' rather than a real dungeon to explore..
That its going to be exactly the same as what we have now, 2 dungeons ( one of which is a HM remake ) + trial / raid with some new idea that sounds great but is implemented horribly ( See daidem ) that flops from the get go.
Just please dont be this.
someone going to get "Haurchefanted"
Knowing that everything we are gathering right now, will be completely useless after the expansion. Much like HW a clean new slate, But on the other hand, it's good for people who want to really catch up, after a long break, because they'll have the same chances everyone has.
But it's not really a fear more of a "why the hell am i working for this stuff when it's going to be all dead soon" spent 15-30 mil to keep up with content? well grats it won't be worth jack at 4.0.
not adding dancer is my biggest fear!
not really (but they better anyway *shakes fist*), i'm worried about the class changes. i don't want them to ruin my class the way that 2.0 bards felt their class had been ruined in 3.0
That's an ongoing issue for some time, not just Bards, Paladins are left out most of the time unless it's for DF Dungeons.
There's this specific team setup that's the best combo and will leave others classes out, Bard and Paladin are pretty much left out these days, adding three new Jobs will make balance even harder.
I think every Job should have it's place at end-game raids, even if ti was a combo with other class not used, for example, right now is MCH, NIN and DRG.
Could work out with BRD, MNK and PLD setup, for example, because right now there's specific classes that are simply not taken into statics, MNK is only taken because it has the strongest single target DPS, otherwise would be left out as well, and with the upcoming Jobs i don't know how much this will change.
I really like my NIN since 2.4 and i don't want to be forced to another class in case one of the new DPS Jobs is better, i also like MNK which was my main since 2.0 but NIN is more useful than MNK for some time now, NIN and MNK combo also works.
I have a feeling Red Mage in case of being added, will be a must in Statics, mainly because it's new so they want people to have a reason to play it, i believe it will also be top contender in DPS along BLM and MNK.
But then we're at the same spot, specific Jobs are left out and people are forced to use another Job if they want to be the most effective in statics or even have a spot there, sure there's BRD in some Savage clears but it's not by far the most taken class.
Biggest fear? They introduce SAM and it turns out being a cast-time melee class.
Second? Class changes still keep cast-times on bard.
Third? 1 dungeon per patch in order to add "new types of content" a.k.a. LoV 2.0.
Fourth? The idea of releasing Savage and Normal versions of raids already sounds flawed due to the gap between each. It would be a better idea to release one and then the other on the .5
My biggest fear is that they'll mess up the battle system with the planned adjustments. I really enjoy this game's battle system and having so many abilities available. I get that Heavensward rotations might have gotten a tiny bit too complicated, but I really hope they won't be taking the WoW route.
Yeah, I'll join in on the battle system adjustments.
That has the biggest potential to backfire IMO.
For me, I'm concerned they'll repeat mistakes made when HW first came out like lvl 50 (in this case 60) dungeons not giving exp, no new beast tribes, no endgame dungeons at the start, e.t.c. It was something I particularly disliked about HW prior to 3.1. Not having an endgame before 3.1 was like a brick wall in content I couldn't ignore. That and their patch schedule irked me going from 3 dungeons to 2.
I must say, I think BRD shouldn't have cast times. From what I've heard, it turned them into have a feeling they were simply physical damage casters, as opposed to being mobile damage dealers. However, I get why SE did it, to not overshadow the BLM/SMN (who because of cast times, had to be given a lot more oomph or else be underpowered). But, I think BRD should be changed to still be this mobile beast, with lower DPS, but emphasise the support aspect of Bard.
However my biggest fear (and one that could be enough to make me go back to another MMO if it comes to fruition): Dancer being a DPS. I can live with it if DNC doesn't appear at all in SB, but if it becomes DPS, I'll be so deflated because I will never main a DPS class (my psyche doesn't agree with DPS, it can tolerate it when it's a sub-task of say a healer or tank, just not as a pure DPS)
That it will be exactly the same stuff that we have been doing over and over patch after patch, the same short cycle continued infinitely until this game hemorrhages to death from all the boredom.
Grind tomes->Get gear->catch up patch->Grind tomes->Get gear->catch up patch->grind tomes->get gear->catch up patch
There's so much potential here, but we keep doing the same thing over and over.
If the cross-class reevaluation turns out to be just hot air instead of any substantial changes. FF as a whole is usually pretty great with giving player agency over skill set customization, but as far as XIV goes, the "deepest" decision making we get to make is whether we want Awareness or Second Wind. I understand that it's for the sake of balance, but damn.
Hoping 4.0 brings out the true potential of what cross-classing can do, which on paper has a lot going for it as long as there's a careful eye on balance. Greater versatility and a smidgen of self-sufficiency for all classes can be one of the better results that comes of a positive change, but at least the worst that can happen is that we lose out on what little freedom we have now (Protect/Stoneskin for PLD for example? Too early to say).
My biggest fear is that classes I enjoy playing won't be enjoyable anymore, or adjusted to the point where I can't recognise them. Terrified that SCH will get the axe or they've listened to the forum's terrible ideas on SMN.
Deal with the skill bloat sure, but I don't want the classes to be "dumbed down" for lack of a better phrase.
I also fear RDM being a healer, or heavens forfend a tank. No... just no.
Useless threads...
My biggest fear: that nothing changed and nothing new added.
Very little excitement for this game at this point. Fan fest didnt anounce a single new feature. Just some qol changes like battle system and a total repeat of 2.0.
My real fear is Devs do what this forums ask all the time like turn this game into FFXI, put walls to newies and don't let them join content, remove Tanks classes or jobs directly or heavy modify the battle system or armoury system turning into a different thing.
To resume, what I expect is the reason I start playing the game. THe game should remain as is it. I pay to play FFXIV, not to get a different game after being playing it.
But I think YOshi-P will be loyal to his game.
I'm also skeptical about what the battle system adjustments are going to look like.
I'm worried that through adjusting combat, they won't fix glaring problems with the core design of certain Jobs (AST, DRK, BLM) or just the issues inherent with shoehorning another Job's mechanic into another and expecting it to work as well as it does for the first Job (Gauss Barrel -> Wanderer's Minuet).
Most importantly though, I hope they don't remove cross-classes, but rather remake the cross-class system. And if they're going to have a "core set of moves," I hope they're referring to the big abilities that everyone takes, and I do mean everyone: Swiftcast, Surecast, Protect, Raise, Stoneskin, Cleric Stance, Convalescence, Provoke, Awarness, Mercy Stroke, Bloodbath, Foresight, Blood for Blood, Raging Strikes, Invigorate, ect.
SAM becoming OP dps and duty finder being destroyed for months worse than ninja
Here are my worries:
1.Palace of The Dead 51-200 being tuned so hard it cannot be soloed or duoed.
There is plenty of strict party instanced content, but no so much solo-trio progression tuned stuff. Yoshi mentions 4 man savage dungeons for POTD on reddit.
2.How is the revised additional skills going to work?
Do you just earn them automatically at certain levels regardless of class?
Do you still need to level alternate classes?
Regardless of how it works. I think a global menu for each role with all available additional skills with toggable on or off would be best. It stays in your current setup as long as you remain within the role.
Example: Monk, Dragoon, Ninja
Blood for Blood
Internal Release
Raging Strikes
Switching between any DPS stays the same unless you toggle something on or off.
Having all skills for DPS auto set would get bloated.
I would argue all buffs or powers that are cross classable shouldn't be tied to a job or class to begin with. They should only be tied to a job if it contributes to that job's identity without being OP.
3.I have been adamantly not liking the combat of any game with GCD because it encourages me to stare at UI instead of the action on screen. And I have been against speeding up the GCD to the speed of WoW. I am typically a WoW hater.
But I realized that more than speed, I cannot stand waiting for a skill to be ready in GCD systems. If the GCD is going to stay in this game, then it needs to be raised to at least 1.5 seconds.
Three is more of a rant, but I fear the GCD will stay the same.
I suppose one of my concerns, that will not affect me, is how does a brand new player reach the stormblood content? As level 60-70 content, it will have to be gated behind the MSQ for pre-Heavenward and Heavenward itself. Will we get to the point that the allure of new content does not increase the player base as it is gated behind 2-3 months of solid MSQ grinding. There are a lot of characteristics I like behind gating: keep out the RMT/bots and making the sprouts self-sufficient. I heard some complaining about gating for Heavensward behind the MSQ but people accepted the grind so to speak. I don't see that brand new players will feel that Stormblood is an incentive to join. Not sure if I've made my mind up on this...just initial thoughts.
Pretty much this. I tried Legion and it's seriously mind-boggling to me how people can enjoy playing 5-button-classes with no real depth to them that pretty much anyone can play adequately without putting any thought to it. I do hope the new skill system simply gives us more freedom as to the skills we want to use, revamping old/useless skills and maybe even giving us the opportunity to further skill into our most favorite abilities. Just... no extensive pruning please.
Also, as many others have said, they need to take more risks with the content patches. Let's hope they'll put the highly increased budget to good use instead of simply playing it safe.
that housing item limit remains as miniscule as it is now and the housing UI/capabilities as limited :(
I do admit I am worried tho at the same time curious about the new battle system. I mean it doesn't seem you can do much to the "WoW" formula without turning it into Tera combat. Though if they are going to make changes to the classes and battle, this would be a good time to split SMN/SCH and make them their own class. Granted newer players would have to level both separately :S
I wholeheartedly agree. With the upcoming changes, I'm hoping for either the removal of or a complete reworking of WM. It felt like it was forced on Bard to make it play more like Machinist with GB, and it really never fit. Here is hoping that they take this opportunity to fix Bard.
My biggest fear is that they introduce Beastmaster or another pet class/job into XIV and try to make it play like XIV's Summoner. I have no specific issue against SMN outside of the egi design, but I hope the next pet job plays differently.
While I agree with your base premise, I think you are blowing the problem out of proportion.
For example, on FFLogs, there are more parse clears of Creator Savage with Paladins (9,435) than Dark Knights (6,239), https://www.fflogs.com/statistics/13/#class=Tanks Note that Warriors are at 15k :\
For A9S specifically, PLD = 2.9k, DRK = 1.5k, WAR = 4.1k. So, if anything, Paladin seems more desired.
For DPS on A9S it seems pretty even:
Summoner 2,032
Black Mage 2,594
Monk 2,298
Ninja 2,887
Dragoon 3,362
Machinist 2,104
Bard 2,320
I'm not expecting the game to be drastically different from what we have now. Some tweaks to the battle system to perhaps make it less punishing to maintain a rotation when they keep adding bosses that continually become untargetable and removing some buttons that can be merged into other skills. I doubt they have the resources to do a complete overhaul of the battle system. It will probably be more of the same and a couple new types of content here and there like they did with HW.
A repeat of Heavensward, which was just a repeat of ARR.