I like how when SE tries they can bring forth a great story.
I dislike that this game has become immensely boring and every other type of content this game brings out flops harder then OKC did in the playoffs.
I like how when SE tries they can bring forth a great story.
I dislike that this game has become immensely boring and every other type of content this game brings out flops harder then OKC did in the playoffs.
Player
I generally do not complain about other players' skill but REALLY!? The MSQ is tailored to endgame players skill levels and have tough mechanics!? What stacking for aoes, killing adds, or and taking weak tank busters is considered hard content now? The only this that was remotely challenging in the story was Steps of Fates when it released.
Dislikes
4) Main scenario duties should not be tailored to endgame-focused players - keep tough mechanics and high ilevel requirements for raids and stuff - again the endgame community tail is wagging the development dog which goes completely against the development team's ideology of trying to make FFXIV accessible and enjoyable to everyone regardless of playstyle or level of competency - it should not be for just a the hardcore 'elite'. Personally I think there should be two versions of a story duty made available with each story quest patch - a 'normal' mode version for those who just want to get past the story, and a 'hard mode' for the elite who want to be challenged by it. That way everyone is happy.
I would understand if you said not all main story related content needs to be lvl60 but you question the difficulty? This is one of the easiest combat mmos on the market these days. Literally, most of the mechanics in MSQ battles are rarely a threat. The only time I feel like you can really wipe on is failed dps checks on the adds on a primal on the ultimate (i.e. not killing Titan's heart in time) and to fail those checks your group either stop DPSing or multiple people somehow died before it spawned.
I realize i sound like a jerk and I will sound like an even bigger one when i say this but people like you that makes this game's combat feel stagnant at times and the game in general. This game hasn't really evolved at all. We still have the same basic stats, Alex is just coil 2.0, dungeons still have the same progression, and still the same gear progression. While we have gotten new types of content, they all revolve around killing monsters and that's it. That kind of content is getting extremely stale. There are thousands of different quest objects in the world of MMORPGs but I believe SE believes that FFXIV playerbase can't handle it. They probably believe that we can't handle a more complex combat or crafting system. They probably believe that we can't handle multiple stats and builds within this game. It's sad that most of the ps4 players I know are more interested in Neverwinter at the moment because it doesn't hold their hands.
This game has so much potential but it's playerbase is severely holding this game back
I'm just some guy...
Dislike: Lack of more middle-core content. There are primals but would be nice to have less absurdly easy content, that is only contrasted by absurdly hard content. Overall think the "easy" lvl needs a bump...a considerable one, I don't mean make it impossible but should still be decently dangerous even after you learn a strat. i.e. wiping on a boss in a dungeon once or twice cuz the grp is adjusting to each other and how they will handle the strat is ok.
Like: The Dev team. I know alot of ppl feel unheard etc, but I really respect that this dev team continues to not only add new system and content at an admirable pace, but doesn't abandon said systems after a shoddy start. It goes back and works to bring said systems back into play, and to me that is very important to see a game developer do.
Like:
How rich and full the world is, the incredible level of detail and care that goes into even the smallest of things![]()
The MainStoryQuest, sidequest stories, dungeon mechanics, how the game stays true to it's lore and doesn't throw in outlandish immersion-breaking stuff through the cash shop.
Dislike:
Weekly caps. They just don't fit my playstyle, I'm a binge-player. I want to be able to stay away from the game for 2 weeks and then just play all day for a whole week when I feel like it. I hate how I have to play when I don't want to just so I don't miss out.
The lack of "weight" to my character. Makes the whole world seem less "real", more like plastic or a giant blow-up landscape. That's the only thing I still dearly miss from 1.0.
Also, I hate progression that relies overly on RNG. The only thing that ever made me quit before were the original Atmas. If we got something like that again, I'd be gone in an instant.
Dislike
How customization/skill system is lacking & every character looks & plays exactly the same as the next besides 35 attribute points & SS, Crit & Det which both are VERY minor
The end game feels small & lacking
A lot of the playerbase are either jerks/elitists or very bad at the game, sometimes both
The world has little to do besides FATEs & crafting, all the fun stuff is in Duty Finder
Like
Literally everything else.
Story, world design, characters, English transation humor, music, battle system and much more.
http://na.finalfantasyxiv.com/lodestone/character/12116351/
Like? Love: That you can level ALL classes and don't have to choose. The main reason that I switched to this game vs WoW: I HATED having to level alts just to cover all the different classes. In this game I just need ONE character! <3
Dislike: The housing situation is still a gigantic mess. I was lucky to be able to find one available and buy a small house (Finally!) for 2.6mil. Meanwhile there are plenty of people that are STILL locked out of all the content that housing provides.
And to those of us lucky to have actually bought a house, it's not actually permanent. You don't log in after a set period and all that you own gets axed and dumped in a box in the off chance that you log in fast enough to retrieve it.
Certain decorations? Can't even be removed when placed.
Kind of pitiful that garbage like AION managed to do instanced little studios for players to decorate and yet an AAA like squeenix couldn't? Sad.
Like:
I like the variety of content, the gear design for the most part, and the way that the game plays in general.
Dislike:
The self centered and antisocial nature of the community.
Even SoF wasn't actually difficult on release. It was just strict, a largely different quality entirely. Get things into the cannon AoEs, under the boss, asap. Or lose.I generally do not complain about other players' skill but REALLY!? The MSQ is tailored to endgame players skill levels and have tough mechanics!? What stacking for aoes, killing adds, or and taking weak tank busters is considered hard content now? The only this that was remotely challenging in the story was Steps of Fates when it released.
I'm guessing the playerbase is more the excuse for not spending development time on any multiplicity of playstyles per job, rather than the reason, but I don't know...I realize i sound like a jerk and I will sound like an even bigger one when i say this but people like you that makes this game's combat feel stagnant at times and the game in general. This game hasn't really evolved at all. We still have the same basic stats, Alex is just coil 2.0, dungeons still have the same progression, and still the same gear progression. While we have gotten new types of content, they all revolve around killing monsters and that's it. That kind of content is getting extremely stale. There are thousands of different quest objects in the world of MMORPGs but I believe SE believes that FFXIV playerbase can't handle it. They probably believe that we can't handle a more complex combat or crafting system. They probably believe that we can't handle multiple stats and builds within this game. It's sad that most of the ps4 players I know are more interested in Neverwinter at the moment because it doesn't hold their hands.
This game has so much potential but it's playerbase is severely holding this game back.
It's not like you can't offer hand-holding while still building to something great and wholly difficult, either. It just requires actually training players, rather than lowering difficulty by chopping content at the knees.
I love the jobs, the crafting, the scenery, the story, and a lot more.
I hate constant lock outs on everything, tome grinding with two dungeons and the out-of-control-bulging-inventory with no hope for more inventory space in the near future.
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