For me, it's more abilities. I have far too many keybinds already. I'm ok with new ones, if they replace mediocre old ones, but no more bloat please.
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For me, it's more abilities. I have far too many keybinds already. I'm ok with new ones, if they replace mediocre old ones, but no more bloat please.
No Return of the Bull style MSQ just no.
*Shadowbringers
No more disconnections at release. Hopefully the data centre shift will prevent this and have everything ready for the expac.
MSQ having an instanced quest a few hours into the story.
Gunbreaker/Dancer having an instanced quest 5 times on the way to 70.
Basically, STOP FLOODING THE INSTANCE SERVERS ON YOUR OWN SE.
Agreed. More new abilities is fine, but let them be traits that change what we already have.
I don’t particularly care about getting a bunch of new abilities—I’d rather see the ones we have upgraded into something stronger.
I don’t want to see a rushed main expansion story—SB felt really rushed, because they tried to fit both Ala Mhigo’s and Doma’s Liberation into it.
I don’t want to see primals with gimmicks and intermission games in Extremes—things like Byakko’s falling intermission made it really tedious in EX for farming. They’re fine for story modes/normal modes, though. I also don’t want the EX trials to be complete facerolls.
Speaking of facerolls, I don’t want to see another Swallow’s Compass where I don’t have to actually heal during the dungeon. Please make “Expert” dungeons a bit more challenging... why is Doma Castle harder than The Ghimlyt Dark?
For 24-man storylines—please do not include stupid fetch quests in the middle of a storyline. The fetching leading up to Ridorana only made me start to skip the Ivalice story. I’d rather have more Red Chocobos over that.
If Eureka is going to be a thing, do it right immediately—don’t delay “the fun stuff” until the very end... where players have already given up on it. In addition to this, please listen to player feedback; do not try to push a particular way of doing stuff like what was done with Pagos and the dissolution of the NM Train. PLEASE.
I don’t like staggered releases—some of the patches felt very barren because there was nothing to do, or what there was to do was incredibly niche (e.g., Patch 4.1 only had ShinEx and UCoB; nothing for anyone who wasn’t into more “hardcore” things—oh, and it had Rival Wings...).
Please don’t put an instance 5 quests into the new MSQ—in addition to both new jobs having an instance for their level 60 quest...
Bards becoming bowmages again
light and heroism ... and honestly the scions I'm rlly tired of them... plus i just want fates 2 die and become something else less annoying.... and finnaly no more dungeon every 4 quest in the story rlly tired of story enforcing dungeon q times as a healer its not as painful but on dps its like damit another dungeon
I dont want to see the relic tied to Eureka style content
- I don't want DRK to stay as a DA job that spams it even for using an amote.
- I don't want them to turn Gunbreaker into an offgcd fest like DRK was. I can see the bullet system being this annoying.
- I don't want to rely ONLY in grouping to progress in Eureka-like content. Add daily quests for solo players or when you don't have time to join NM trains/farms. Group content should speed things up to keep the incentive.
More limited jobs.
Raubahn (Savage).
Limited Jobs
The confusion is real.. It's both SB *shrug* Blame SE for giving the next expansion a similar name as the current one xD
On topic, though;
I might be a lonely opinion in this but I'm tired of the Hildibrand quests... I mean yea they're funny and all, but they're just dragging on and on and on.. like...there's no end XD I feel like a new, and refreshing funny series should make an entrance, perhaps.
Also, Light Farming... Please.. for the love of Hydaelyn.. No more T_T
Things I don't want to see?
- Relic exclusively tied behind "Eureka" content.
- Limited Jobs existing.
- Bunches of Dungeons/Trials throughout the early MSQ and likely Currents for Flying (Y'all can stop with pushing players into instanced content and thus breaking servers upon release...)
- Any class becoming garbage due to 5.0 reworks
- Lalafells
- Overworld zones being full of crappy FATEs and Sidequests that aren't worth doing compared to Duty/"PotD" spam.
- Minfilia being a useless tart (Again)
- Jobs that feel trash to play before level 80
- Role Actions
- A ridiculous number of new Baits needed to catch the new fish.
- Tank accessories being trash (Again)
Ul'dahn NPCs taking a big role. Let the other cities get the spotlight for once.
After like 6 years I want the tank accessory meme to stop for good. 1k HP in a pool of almost 80k doesn't matter no matter which way you look at it and crafted ones provide more damage for a content that's all about damage so the choice is obvious. Also it's insanely stupid that I can get almost entire right side best in slot day 1 and be the only role required to sink millions for BiS gear (more like if "I want" rather than "required", but still).
Eureka.
/10chars
Things I would not like to see in Shadowbringers?
Leveling duties added during MSQ not having appropriate ilvl requirements
Listening to the small amount of overly noisy people on this forum crying that they don't want additional Eureka Style content.
Reverting to the relic quest to the style we had back in ARR and HW. I still say anyone claiming that method was better than Eureka never built one of those before nerfs.
If adding a new Eureka type zone do not allow delays like we experienced in Stormblood. Especially if the Relic construction occurs in that zone again since it caused the relic to be fairly irrelevant most of the expansion cycle due to being behind in ilvl.
Nerfing content to accommodate people that refuse to improve themselves.
Not Gating entry into the new MSQ and zones behind a trials style battle that would require people to be competent players to clear. Many may not agree with this but I found a lot of using DF on HW far more enjoyable before they nerfed steps and opened the floodgates for the people I mentioned above here. It was somewhat similar for SB as well. The only difference is end game was gated behind a trial that required basic player competency and skill to clear.
8 Man raid content being nothing but a set of additional trials style battles. The nostalgia with Omega was nice but felt lacking since all we did is fight bosses.
A job class to be added using a warscythe that is a mage and only uses it as a magic focus.
That would be negative. I did 2 HW relics (BRD and DRK) before any of the steps were nerfed (and 2 more before Umbrites and beyond were nerfed—never finished WHM but did finish AST), and I would rather have that. It gave me a reason to go into older content—I’ve barely touched Roulettes this expansion outside of Alliance when I was leveling my jobs and Expert for capping. Sometimes I do Raid Roulette for funnsies, but I never touch 70, 50/60, or Leveling hardly anymore.
If they want to add Eureka 2.0, fine—I don’t have a problem with that. But I would prefer the relic kept out of it.
-Eureka
-Dungeons logged behind MSQ
-More limited jobs
-More Fates
-Relics that get stats based on RNG
-Relics that are locked behind content like Eureka
-No item level requirements for leveling dungeons
-Expert dungeons that are easier than leveling dungeons
I finished WHM, BRD, and SCH in HW before they nerfed anything. The reason it was better is because there was more variety in how you accomplished certain steps. Previous relics also breathed new life into old content. If they want to make Eureka *one* path, that's fine. Making it the exclusive path is the issue.
I did DRG and PLD before any nerfs in ARR then also did NIN when the job as added. Did DRG and DRK in HW also before nerfs. To me a majority of it, especially the light farm stages, were just tedious endless repeating of a small number of duties if you wanted to progress at any meaningful pace. With eureka currently the only step I really take issue with is Pagos where they chose to make you light farm all 3 steps in that location. The RNG factor on substats at the end of Pyros is a light farm as well and also annoying but could at least be easily progressed at a noticeable pace. Additionally its also entirely optional which means if I choose to go back in Shadowbringers to get the ones I don't finish as glamours I don't have to bother with it at all.
With Eureka I can actively do something in game over a period of time that doesn't involve repeatedly dealing with duties where half the party dies within minutes of it starting because they choose to be clueless and not pay attention expecting everyone else to carry them for their progress and constantly going in and out and having to wait on people who either do not turn off their previously viewed cutscenes or just have horribly slow hardware. If you're one of the people that just stand around in Eureka waiting for everyone else to spawn an NM and complain about it being boring you have only yourself to blame. The spawn requirements and strength of NM's in Eureka scale based on the total instance population. So the people standing around not doing anything is essentially slowing the whole process for everyone else. However at least the lazy players cant completely prevent progress in the duty. Probably why I enjoy it even more on occasions when I get a fresh instance that hasn't had a chance to fill or when the instance closes and most of the people leave to find an open one. These scenarios frequently result in being able to quickly pop and kill multiple NMs in a very short amount of time.
Light farm. It has never been fun in any of its incarnations. Just stop it already.
No more working with scions. No more disconnects and lag. Let us be able to use our chocobos in dungeons and all main story quests. Make crafting more simple. Quit making it where need to do macros for crafting. Be nice if they make it so can marry npcs or retainers.
For me... a few small things first:
- No more fetch quests, particularly embedded in the MSQ
- No more Hildibrand - put that side-story work into something more original and interesting
- No more ridiculously over-sized and out-of-place Mounts (*glances at the whale*)
Also, everything HyoMinPark said. And, finally, the more major things:
- No more business as usual at end-game
- No more repeating mistakes that were addressed over 10 years ago in FFXI
- No more releasing half-arsed content that clearly wasn't play-tested effectively
In other words, I really want to see things shaken up a bit, and I want to see them shaken up in a competent fashion. Eureka (or Diadem, for that matter) could have evolved FFXIV effectively, but SE botched the execution so badly that neither had a significant impact on how XIV 'feels'. What's more, much of this was entirely avoidable. As an example, Eureka should never have seen the light of day without an eLevel Sync so that people could play with friends. This is something SE identified as a problem over 15 years ago, solved in FFXI, and then resurrected for Eureka - a problem they neglected to fix (or even really acknowledge) for the entire duration of the content. The fact that Eureka improved somewhat by the time it reached Hydatos is good, but still overall unacceptable - and of course Baldesion Arsenal introduced a new host of issues.
BLU is in a similar state. The job doesn't play very well before reaching 50, and was released more as a mini-game than anything else. Where were the voices in the room asking what the purpose of the job was? It can't just be Masked Carnivale, and it shouldn't just be 'well people asked for it.' Be creative and effective with new content. It doesn't take a rocket scientist to come up with ideas for BLU that nevertheless allow it to stay limited (overpowered and flexible old-tier content specialist, perhaps - something that can maybe bring down some of those megaboss FATEs on their own, or duo EX Primals effectively without specific job setups). The forums have plenty of ideas on how BLU could have evolved and remained something people enjoy coming back to more regularly. And yet... we didn't get this.
SE can't keep treating its customers like a convenient source of beta testers. There's got to be more effort placed on play-testing content before it's released, and that input needs to come from a more diverse audience than they're currently using - because XIV is global.
Don't keep going down the same path we've been on.
- Eureka 2.0
- Rewards that have nothing to do with Eureka 2.0 being held hostage by Eureka 2.0
- Relics being soulless, generic and tacked onto Eureka 2.0
- Any new systems at all that revolve around multiple layers of RNG or require hundreds of hours of commitment to make progress
- Any more highly requested mounts (RIP Aulus chair) becoming ranked PvP rewards
- Any more limited jobs that are advertised as solo content but in reality are impossible to complete without PF
- Server/console limitations excuses for why we can't have something. Stop making excuses, start fixing the infrastructure.
- Any other form of technological complacency. Yes, I'm looking at you, Hien's low-rez horribly pixelated outfit.
- Eureka (Relic locked behind such "Content")
- Bad Players
- DA spaming DRK
- to easy EX Trials
- to easy Savage Turns
Plot holes
Rushed MSQ that reaches its conclusion before any patches. Take a page from Heavensward how to do it right kthxbai.
- An annoying NPC as the expansion main character.
- Limited jobs close to their current iteration
- Too much fan service (old FF bosses etc. a bit here and there is ok.)
- Broken jobs (OP or just plain bad)
- Mindless dungeons
- As previously said, long transition phases in fights.
- Genderlocked races
- A new PotD / HoH.
- The empty feeling of odd patches (4.1 4.3 and 4.5 are abysmal)
How bad the character models will look next to the new race.
Quote:
Things you DON'T want to see in Stormbringer.
- A 2.X/3.X style relic grind. Eureka was far from perfect, but it was still miles ahead of the previous method.
- A split focus. The Doma arc was nice, but felt barely related to Ala Mhigo a lot of the time.
- I like Hildy, but I agree it might be time to try something new.
- Some jobs need pruning, but don't just prune early levels and slot more stuff in at the top. Makes low level play terrible.
- No more dumb flying mounts. If it flies I want it to look plausible, stuff like the dinosaur just looks ridiculous.
I don't want to see Hydaelyn turn out to be "evil all along".
QTE's
Duty actions
Relic in Eureka
Jump puzzles
(Terrible) attempts to capture the essence of XI and cater to people who played it.
Dumb fluff phases in extreme primals. Add phase in Lakshmi and Shinryu felt forced. The intermissions of Byakko, Tsukuyomi and Suzaku doesn't belong in extreme. (make them actually do dmg too)
Only having two Ultimate fights.
Gatekeep fights in the final fight of a savage tier that's basically a 4th fight. Exdad was fine at 4-ish minutes, but M&F is like 8 minutes. Ridiculous.
Limited jobs.
A complete lack of 4 man content that's somewhat difficult. Its sad that Rathalos is the only real 4 man extreme we got, and he sucks for people with high ping.
Jobs being unplayable at release. WAR was a joke tbh. A few other jobs were garbage truck leakage, and i'm not talking about damage here.
Being forced to lose damage purely because another job isn't present.
Well... It won't "turn out" to be the case because we already know she is. Maybe not intentionally but it's because she and Zodiark exist in the state they do that the planet is so messed up. Whatever way it happens, they both ultimately have to go for things to get fixed. Not all Primals are evil either but that doesn't matter when their existence is an evil.
No offense to you personally, but I wish people would stop using "relic" to refer to both ARR's and HW's long-term weapons.
ARR's was "relic", but more specifically it was "Zodiac".
HW's was "Anima".
Anima was MUCH MUCH MUCH MUCH MUCH MUCH MUCH MUCH MUCH better than relic to get. It was still somewhat of a pain in the rear, but much more tolerable. ARR's relic was absolutely, horribly, ridiculously terrible, and I think is primarily what Ritsuko is referring to. Anyone that claims ARR's relic was better to get than Eureka never got their ARR relic.
And to be frank, Eureka is MUCH less of a pain to get than even HW's Animas were.
The bottom line though, is this: Relics/Anima/Eureka weapons are never going to get easier or less time-consuming to obtain. That's the entire point of them. They are meant to be absurdly long-term goals.
No more mister nice guy.