Quote Originally Posted by Dark-Saviour View Post
People have said that in XI, battles were hard because "Everyone needed to do their job," but that statement doesn't really mean much in itself. What did they need to do (that wasn't reactionary) that made the battles hard?

If you just want to get rid of the visual indicators and require people to move based on the direction that the boss is facing, I guess I can see that, but what would you do for attacks that aren't conal or PbAoE? If you remove the visual indicators then there is no real way to dodge or mitigate them.
In FFXI, endgame stuffs also includes the following: Boss has weakness depends on HP percentage, (example: 100% weak to piercing, 75% weak to slashing, 50% weak to blunt, etc...) Boss could also have elemental weakness (aura has to be removed by certain spells or it will have a very high PDT), Boss also will do crazy moves if it is not stunned, or it will do another crazy move if you don't stun it after it performs certain move, and it will happen random, so your stunner has to watch it. Boss also will perform deadly moves if you cannot enfeeble it (blind, silence, etc). They should add something like this to FF14, though it could be at the cost of certain jobs XYZ will be preferred over the others for certain boss encounter.

Nothing wrong with action mechanic. But we need more of Stone Vigil Hard mode boss - so people actually pay attention Less tank and spank but more teamwork effort. If you play DD and have tunnel vision you will die fast - need more of this mechanic to prevent zerg and please make it so that it is far far harder to play DPS effectively. Ninja seems like a step in the right direction. DPS jobs should be the hardest to play, period.