Requiring players to complete crystal tower raids from 5-6 years ago to continue current msq.
Requiring players to complete crystal tower raids from 5-6 years ago to continue current msq.
FFXIV is imagined in a way that nothing is important enough to be potentially called a plague.
This discussion has come up a million times and will probably continue to do so for the remaining lifespan of this game.Casual-Hardcore gap and difficulty: This expansion is, without a doubt, the easiest expansion by far. On one hand there are people who actively refuse to use their job's full kit (cryo mage, 'pure' healers etc)
and can get away with it. Yet we have savage and ultimate especially in NA more excluding than ever of anybody who doesn't have high parses and prior experience, and full of people who willingly fail mechanics in order to get their parse higher to the detriment of others parses. Not to mention the exclusion of ps4 players who can't parse and pc players who dont want to break the tos.
The msq and normal df content needs the difficulty bar raising and a proper tutorial implemented so there are less clueless starting players and max level players are unable to play without using their full kit. Parsers need to be blocked and an in game recruitment for statics instead of through reddit, discord etc.
You didn't need the parsers and other 3rd party tools in the coil people, and gordias was rushed for HW release and left there due to relic delays.
If you get someone purposely wiping the raid because their parse is bad just boot them from the group and move on, they have no business being in clear groups.
Blocking those tools completely may not "destroy" the raiding community but it will shrink an already small part of it into obscurity. Some jobs are rather self-explanatory but for most you wouldn't even know how to utilize their full kit
Where do you think our optimal rotations come from? Continued interest in savage once people have their gear? Our BiS lists, stat priorities or substat scaling intervals?
These don't come from the devs, they don't even know how their jobs are supposed to be played themselves.
If we had no way of extracting concrete information from the game we would have to rely on "feelycraft", just freestyling everything and hoping it works. Do you think PF could beat E8S if everyone did 2k+ dps less than now?
I agree that the divide between "casuals" and "hardcore", or as I like to call it "lazy people" and "everyone else" because being casual doesn't mean you're shit at your job, is getting bigger and I would argue that it is indeed because nothing outside of Extreme, Savage and Ultimate challenges you in any way. But tools to improve have always been out there, people just need to be willing to use them and player mentality isn't something you can just "fix", especially not by dragging everyone else down to that level.
If you raise the difficulty bar for the usual max level content, forcing everyone to improve and then also take away the means for said improvement you just end up with more people quitting the game because they can't get anything done.
Last edited by Absurdity; 09-15-2020 at 02:22 AM.
Gutting TP instead of just reducing TP cost of weaponskills by a lot. It made tanks and physical DPS gameplay feel even more shallow and this isn't even taking into account how tanks got butchered this expansion. TP acted like stamina in other games and was a resource that you had to mange and choose your moves wisely. It also acted as a level of depth to further add involvement and a little thing that this game has been slowly losing over time, consequence. The only real issue that people complained about was that sprint was tied to TP which they had since ARR to fix before 5.0. We tried no TP and its terrible so lets bring it back in 6.0? or lets remove MP because half the jobs don't use it and I hate having none when I die and get raise'd in battle be cuz it's soo difficult to mange MP that its ruining my fun of just spamming holy nonstop.
I will agree that it's a little stupid to have MP but not TP.Gutting TP instead of just reducing TP cost of weaponskills by a lot. It made tanks and physical DPS gameplay feel even more shallow and this isn't even taking into account how tanks got butchered this expansion. TP acted like stamina in other games and was a resource that you had to mange and choose your moves wisely. It also acted as a level of depth to further add involvement and a little thing that this game has been slowly losing over time, consequence. The only real issue that people complained about was that sprint was tied to TP which they had since ARR to fix before 5.0. We tried no TP and its terrible so lets bring it back in 6.0? or lets remove MP because half the jobs don't use it and I hate having none when I die and get raise'd in battle be cuz it's soo difficult to mange MP that its ruining my fun of just spamming holy nonstop.
Either keep them both or toss them both.
I think the "hot button" issue that underlies many, if not all other issues, is the poor back-end infrastructure of the game and the team's lack of time, money, enough staff, etc. to fix those back-end issues.
Character customization and gear design are gimped by poor character data management, inventory and housing are terribly limited, glamour is poorly designed, the new races are limited, every battle arena ends up being a circle or square, lack of diverse new content that doesn't just turn out to be another fate grind... Lack of options for substats/horizontal progression on gear, lack of variety in patch content delivery... Lack of balance between classes, underwhelming combat changes in the expansions, and so on and so on.
It all comes back to not wanting to invest enough money and man-power to improve basic infrastructure and design.
Because why invest money to improve something that is already making money hand-over-fist as it is?
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